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Lovecraft'/><category term='Preview'/><category term='Michael Land'/><category term='TV'/><category term='David Crane'/><category term='Shenmue'/><category term='PSN'/><category term='Gadget'/><category term='Sony'/><category term='Mushroomer'/><category term='Echochrome'/><category term='Bestial'/><category term='Wii'/><category term='Miyahon'/><category term='Bit-Blot'/><category term='The Void'/><category term='John Debney'/><category term='SG-1000'/><category term='GAME DESIGNER'/><category term='Eric Chahi'/><category term='Onírico'/><category term='Ryuichi Sakamoto'/><category term='Odyssey'/><category term='MILTON BRADLEY'/><category term='Amusement'/><category term='Irem'/><category term='Insanely Twisted Shadow Planet'/><category term='VCS'/><category term='Gunpei Yokoi'/><category term='Prominence'/><category term='MIR'/><category term='Thatgamecompany'/><category term='LOVE.de.LIC'/><category term='Leonard Herman'/><category term='Bill Viola'/><category term='Tradução'/><category term='SCE'/><category term='TACTICS'/><category term='CoreGamers'/><category term='Masaya Matsuura'/><category term='Pong'/><category term='Game Developer Magazine'/><category term='Whoopee Camp'/><category term='Alice'/><category term='Playstation'/><category term='Eric Viennot'/><category term='Haruhiko Shono'/><category term='Panzer Dragoon'/><category term='Música Clássica'/><category term='MyGames'/><category term='Thomas Floex Dvorak'/><category term='Baer'/><category term='Otaku'/><category term='Ordisavant'/><category term='Miyamoto'/><category term='Digital Media Workshop'/><category term='Feitiço do Tempo'/><category term='MX Onda'/><category term='Nobuyoshi Sano'/><category term='Brief Encounter'/><category term='BASS'/><category term='SEGA'/><category term='Tombi'/><category term='Imagens'/><category term='estreia'/><category term='Von Trier'/><category term='Independent Games Festival'/><category term='Amanita Design'/><category term='Machinarium'/><category term='Dia-a-dia'/><category term='Eden'/><category term='Another world'/><category term='Drag-On Dragoon'/><category term='Wii Sports'/><category term='Estética'/><category term='Sonhos'/><category term='Street Fighter'/><category term='Adaptações'/><category term='Shirogumi'/><category term='Narrativa'/><category term='Insólito'/><category term='Kenichi Nishi'/><category term='Cinema'/><category term='Music'/><category term='Equinócio'/><category term='Pre-Render'/><category term='NEC'/><category term='Culture'/><category term='New Gen'/><category term='Psygnosis'/><category term='Pixel Art'/><category term='Baiyon'/><category term='Mundos Esquecidos'/><category term='Revolution Studios'/><category term='Q-Games'/><category term='Sentient'/><category term='FPS'/><category term='E-Journal'/><category term='Girl&apos;s Garden'/><category term='Aquaria'/><category term='Hoax'/><category term='Mythology'/><category term='Videojogos'/><category term='SATURN'/><category term='Arte e Videojogos'/><category term='Mario'/><category term='Legend of Zelda'/><category term='Tale-Of-Tales'/><category term='David Lean?'/><category term='Herman'/><category term='Liberdade'/><category term='Books'/><title type='text'>COREgaming, by dieubussy</title><subtitle type='html'>A PART OF THE &lt;a href="http://coregamer.web.simplesnet.pt/"&gt;COREGAMERS&lt;/a&gt; NETWORK</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default?start-index=101&amp;max-results=100'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>141</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-5299521789296255176</id><published>2010-04-08T16:45:00.020+01:00</published><updated>2010-04-10T10:48:30.191+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Music'/><category scheme='http://www.blogger.com/atom/ns#' term='Machinarium'/><category scheme='http://www.blogger.com/atom/ns#' term='Soundtrack'/><category scheme='http://www.blogger.com/atom/ns#' term='Interview'/><category scheme='http://www.blogger.com/atom/ns#' term='Amanita Design'/><category scheme='http://www.blogger.com/atom/ns#' term='Thomas Floex Dvorak'/><category scheme='http://www.blogger.com/atom/ns#' term='Jakub Dvorsky'/><title type='text'>My 2009 OST Selection - Interview with Tomáš "Floex" Dvořák</title><content type='html'>&lt;br&gt;&lt;div style="text-align: left;"&gt;&lt;img src="http://img96.imageshack.us/img96/1613/dvorak1.jpg" width="389" height="585" /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Videogame historians and researchers will look back to 2009 not as a year of emergence but as a year of consecration of the independent game movement. As the market of commercial game becomes increasingly bland in its infinite recurrence of what has already been reiterated for too long, the need for autonomous and liberating interactive designs has risen precipitously. And while the larger productions have moved the cogs of technical excellence forward another quarter of a measure, ultimately it was raw creativity that ushered in the images and sounds for which the turn of the decade shall be remembered.&lt;br /&gt;&lt;br /&gt;Regarding musical compositions, a feature present in most games that is seldom given due appraisal, 2009 was a year dominated by abrupt contrasts between the outsized investments that allowed for orchestras to gather and play some of the most sounding videogame soundtrack themes, as in the outstanding participation of the top-class Hollywood composer Hans Zimmer scoring a multi-million dollar war game design; and between the undersized amateur or semi-professional studio work led by lone music composers that have adorned the small budget enterprises with their suggestive themes. Such was the case of Tomáš "Floex" Dvořák's musical accompaniment for the most triumphant adventure game of recent memory, Machinarium.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/S73AumFg7HI/AAAAAAAABbg/c2D5dIZJCr0/s1600/dvorak5.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/S73AumFg7HI/AAAAAAAABbg/c2D5dIZJCr0/s400/dvorak5.jpg" alt="" id="BLOGGER_PHOTO_ID_5457730230173101170" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:85%;"&gt;One of the most appealing environmental puzzles within Machinarium consists of returning these depressed street musicians their missing instruments so they can carry on enjoying their jam.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Using science fiction motives as a cloak to disguise irony and sporadic existential reflections, Machinarium speaks openly about human condition and technological progress without the use of a single word. Deriving from the minds of painters, designers and animators, its expressive qualities rely mostly on the universally interpretable gestures as depicted in each carefully crafted animation. Given the deliberate absence of voice, the metal cityscape of the game warranted a powerful aural milieu enabling a rare aesthetic balance between visuals and music.&lt;br /&gt;&lt;br /&gt;The most desirable quality about Floex’s music derives from the intense personality he bestowed to his reverberating tune, each very distinct from the next: the rhythmic plurality is strikingly noticeable in between the themes &lt;i style=""&gt;The Black Cap Brotherhood &lt;/i&gt;or &lt;i style=""&gt;Clockwise Operetta&lt;/i&gt; and &lt;i style=""&gt;The Bottom&lt;/i&gt;, where the percussion instruments are most evident; contrariwise, Dvořák (pronounced &lt;span style="font-style: italic;"&gt;DVOR-zhack&lt;/span&gt;) also reduces the use of drumming to the point of nullity as can be verified in themes like &lt;i style=""&gt;The Sea&lt;/i&gt; and&lt;i style=""&gt; The Glasshouse with Butterflies. &lt;/i&gt;Bearing the clear sound signature of digital instruments, Machinarium’s soundtrack reveals erratic patterns of analog instruments that are underhandedly used throughout the game, as if an audible supplement waiting to be unveiled.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/S73Au_ooRoI/AAAAAAAABbo/T0wEmAoe5KU/s1600/dvorak6.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/S73Au_ooRoI/AAAAAAAABbo/T0wEmAoe5KU/s400/dvorak6.jpg" alt="" id="BLOGGER_PHOTO_ID_5457730237031270018" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="400" height="40"&gt; &lt;param name="movie" value="http://listen.grooveshark.com/songWidget.swf"&gt; &lt;param name="wmode" value="window"&gt; &lt;param name="allowScriptAccess" value="always"&gt; &lt;param name="flashvars" value="hostname=cowbell.grooveshark.com&amp;amp;widgetID=20698752&amp;amp;style=metal&amp;amp;p=0"&gt; &lt;embed src="http://listen.grooveshark.com/songWidget.swf" type="application/x-shockwave-flash" flashvars="hostname=cowbell.grooveshark.com&amp;amp;widgetID=20698752&amp;amp;style=metal&amp;amp;p=0" allowscriptaccess="always" wmode="window" width="400" height="40"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:85%;"&gt;Excerpt from the theme "The Sea" that plays for the first time in the game when the first open venue of the city's interior is revealed.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Conscious of the quality of their work, Amanita Design has released this soundtrack to the public on several occasions, initially providing a selection of themes to customers who pre-ordered the game, later releasing it in Compact Disk quality together with the boxed version – released in only a few European countries. Recently, Minority Records has issued a limited edition of Floex’s defining work in the form of an autographed and hand-numbered LP (only 555 copies produced) that came both in classic black and transparent yellow vinyl. By no means an extravagance, this release was intended to be a celebration of Amanita’s crowning work, the spiritual successor to the SAMOROST series who had earned the studio a grand new status in the field of videogame creation.&lt;br /&gt;&lt;br /&gt;As a celebration of my own to one of the most intrepid videogame experiences I’ve ever witnessed, I’ve invited Floex for a brief interview where, I hoped, he could help me understand the trials he faced during the composition of a soundtrack designed specifically for an independent game: this was, after all, one of the most electable musical moments of last year in my humble opinion.&lt;br /&gt;&lt;p style="color: rgb(51, 51, 51); font-style: italic;" align="center"&gt;------------------------------------------&lt;/p&gt;&lt;span style="font-style: italic; color: rgb(102, 102, 102);"&gt; - Due to a large majority of English or North-American games that founded and supported point and click adventure genre through the years, it becomes very hard to evade those references when creating game outside those countries. One of the factors that seem distinguish Machinarium relate to references of its own, well outside the usual domains of adventure – almost as if the fact of being a Czech game design, not to undervalue the studio’s unbelievable talent, was at the root of its originality. How has your own cultural references influenced the composition of the music for Machinarium?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;TD: Yes I think reference is more local based and it is not in the game context. That's probably the source of the originality. I see it more in the Czech animation tradition context, which is believed to be taken as pretty strong here in Czech republic. Trnka, Bojar and so on... and in a way Machinarium could be taken more as kind of interactive animation movie also considering the fact how it was made.&lt;br /&gt;&lt;br /&gt;&lt;object width="400" height="40"&gt; &lt;param name="movie" value="http://listen.grooveshark.com/songWidget.swf"&gt; &lt;param name="wmode" value="window"&gt; &lt;param name="allowScriptAccess" value="always"&gt; &lt;param name="flashvars" value="hostname=cowbell.grooveshark.com&amp;amp;widgetID=20698765&amp;amp;style=metal&amp;amp;p=0"&gt; &lt;embed src="http://listen.grooveshark.com/songWidget.swf" type="application/x-shockwave-flash" flashvars="hostname=cowbell.grooveshark.com&amp;amp;widgetID=20698765&amp;amp;style=metal&amp;amp;p=0" allowscriptaccess="always" wmode="window" width="400" height="40"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;As for the music my influence is very wide. Most of the music comes from the electronic or electroacoustic scene and here I don't see any geographical reference.  Lusine, Beaumont Hannant, Arve Henriksen, Apparat, Vladislav Delay, Fennesz, Clark, Jon Hopkins, Riyuichi Sakamoto,  Grizzly Bear, OTK, Vladimir Vaclavek,  Deerhoof, Thom York,  Mark Hollis, Steve Reich, Portico Quartet, Hakon Kornstad. This is sort of music which for sure formed my own musical language beside endless chats with my musician friends.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/S73Auo0FjTI/AAAAAAAABbY/NgSJ7DqoDBY/s1600/dvorak4.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/S73Auo0FjTI/AAAAAAAABbY/NgSJ7DqoDBY/s400/dvorak4.jpg" alt="" id="BLOGGER_PHOTO_ID_5457730230905310514" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:85%;"&gt;The main character, Josef, was named for the sake of Josef Čapek (brother to Karel Čapek, creator of the play &lt;/span&gt;&lt;span style="font-style: italic;font-size:85%;" &gt;Rossum's Universal Robots&lt;/span&gt;&lt;span style="font-size:85%;"&gt;) the original inventor of the word Robot.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-style: italic; color: rgb(102, 102, 102);"&gt; - The soundtrack provides the listener several contrasts between lively and playful themes and others whose nature is certainly more stark and austere, made to match some of the greyer areas of the machine city. To what extent was the composition of the music affected by the design of the game and its visual expression? &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;TD: I think I was just trying to catch the mood of the image. On the other hand it is true I don't like too straight emotions in the music I think I am looking for the certain level of the deepness.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic; color: rgb(102, 102, 102);"&gt; - The Machinarium gameplay experience is based, among many different aspects, on puzzle solving. It seemed to me that whenever those hard abstract puzzles were presented, the music choice would fall on a theme that was less compelling and moody; somehow much more distant in space than when the game presented context puzzles involving character interaction, where the music themes are more poignant and discernible. Was this a conscious decision from your end? &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;TD: Yes, we have been discussing several levels and the need to give space for the player's thoughts. But often it is compromise between the other aspects of the each particular game level - the meaning of the level in the whole, the mood, the action what takes place there.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic; color: rgb(102, 102, 102);"&gt; - I was particularly enthralled by one of your compositions: the theme «The Sea», whose appearance in the game is a perfect complement to one of the first open venues from within the robot city, introducing the element of water. Please tell me more about the composition process and origins of this particular theme.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;TD: Before Josef comes into the "Sea level", story takes place underground and scenes are scarier. I was trying to give more melancholic and moody feeling to the music in these scenes. In contrast to this Sea was considered as kind of bright and caressing music. Like when you see sun after long time and you are happy for the beautiful day. I was trying to make the music floating like waves. It is based on the orchestral motives which are processed through some of my favorite effect patches - I was looking for this ambient electro-acoustic feel.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/S73AizxPAVI/AAAAAAAABbI/VwAoljo2kHU/s1600/dvorak2.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/S73AizxPAVI/AAAAAAAABbI/VwAoljo2kHU/s400/dvorak2.jpg" alt="" id="BLOGGER_PHOTO_ID_5457730027687706962" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:85%;"&gt;Picture of Floex's humble but extremely tidy studio.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-style: italic; color: rgb(102, 102, 102);"&gt; - It is customary for the adventure game genre to reduce the importance of musical composition given the fact that most of those games rely on massive dialogues, often voiced, that supersede the music playing on the background. How has the absence of any voices or text in Machinarium increased your responsibility in the process of composition and design of the game?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;TD: This is for sure positive aspect for me because every new layer in the user perception takes some space for your own expression - image, music, sounds, speech, and interactivity. So I was freer with the music I could focus more on detail. Still trying to be more abstract and minimalist of course as the music doesn't stand on its own in the game. I have been carefully looking for the border to not to overcharge the image.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/S73AjENL3II/AAAAAAAABbQ/5uqBviGwalo/s1600/dvorak3.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/S73AjENL3II/AAAAAAAABbQ/5uqBviGwalo/s400/dvorak3.jpg" alt="" id="BLOGGER_PHOTO_ID_5457730032099908738" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:85%;"&gt;As illustrated by this picture, Dvořák went to lengths in order to acquire the distinct sonorities that made his work exceptional and worthy of such universal praise.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-style: italic; color: rgb(102, 102, 102);"&gt; - It is often said that musicians, of all participants in the creative process, tend to take a passive stance during design – often given materials they can use to compose on their own time, desynchronized from the rest of the team. Your relation to Amanita and its team appears to be much tighter, and your participation much closer to the core of the game creation than usual. Please tell about your method of work during production.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;TD: Yes we have little bit different approach. On one hand we all work from our places, we don't share some office. Everything is solved by ICQ plus meetings which are more friendly-based. I mean we don't purely solve the gaming issues when we see each other. I am really thankful for the people who are in Amanita, they are simply cool, very interesting personalities.  I guess that just describes Jakub's character and his sensitivity for the people, he has been putting us together for quite time...&lt;br /&gt;&lt;br /&gt;As for the workflow on the daily basis: Jakub gave me freedom and his notices well mostly more like suggestions, he just believed to what I do and I have been trying to listen to his opinions carefully. I know it might sound like fairy tale but it really is like this in Amanita.&lt;br /&gt;&lt;br /&gt;&lt;object width="400" height="40"&gt; &lt;param name="movie" value="http://listen.grooveshark.com/songWidget.swf"&gt; &lt;param name="wmode" value="window"&gt; &lt;param name="allowScriptAccess" value="always"&gt; &lt;param name="flashvars" value="hostname=cowbell.grooveshark.com&amp;amp;widgetID=20698773&amp;amp;style=metal&amp;amp;p=0"&gt; &lt;embed src="http://listen.grooveshark.com/songWidget.swf" type="application/x-shockwave-flash" flashvars="hostname=cowbell.grooveshark.com&amp;amp;widgetID=20698773&amp;amp;style=metal&amp;amp;p=0" allowscriptaccess="always" wmode="window" width="400" height="40"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic; color: rgb(102, 102, 102);"&gt; - In the field of videogames, visuals often take the lead in comparison with other basilar aspects of the game such as narrative, controls, gameplay and even soundtrack. In the case of Machinarium, the game comes with a very powerful visual component due to its exquisite backgrounds and animations: to what extent was that an additional responsibility to you – to create music that would live up to the visible spectacle of the game?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;TD: Well I didn't definitely feel any pressure. I suppose all of this is just more inspiring and it stimulates my musical creativity.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/S73gQHzo8OI/AAAAAAAABeA/VFBLLtxlCuk/s1600/dvorak7.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/S73gQHzo8OI/AAAAAAAABeA/VFBLLtxlCuk/s400/dvorak7.jpg" alt="" id="BLOGGER_PHOTO_ID_5457764891021078754" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:85%;"&gt;The yellow-tinted version of Machinarium's LP soundtack edtion.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-style: italic; color: rgb(102, 102, 102);"&gt; - First with the major success of the download-version of your soundtrack; and now with this special edition version in LP, it is safe to say that many people have not only taken notice of your work, they’ve also praised it with the highest remarks. How has this particular work influenced your career? &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;TD: I would say it was invisibly super important for me. I am actually person who is quite critical to my and the others work too. It is good feature only to some extent. On one hand it can stimulate you for the best results - you have to see what can be improved but on the other hand it can destroy your playfulness and the enjoyment trough the creative process.&lt;br /&gt;&lt;br /&gt;Anyway as I sometimes doubt about my musical qualities and for sure the Machinarium gave me more self-confidence to continue my musical journey.  I was also happy for the personal people responses and linkage with the other musicians who wrote me.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;[ Read Also: &lt;a href="http://www.adventureclassicgaming.com/index.php/site/previews/529/"&gt;Machinarium Preview article @ Adventure Classic Gaming&lt;/a&gt; / &lt;a href="http://pixelsatanexhibition.blogspot.com/2010/03/clockwise-operetta.html"&gt;Machinarium LP &amp;amp; Machinarium Collector's Edition Pictures&lt;/a&gt; / &lt;a href="http://pixelsatanexhibition.blogspot.com/2009/09/automated-dystopia.html"&gt;Unreleased Jakub Dvorsky &amp; Adolf Lachman Machinarium Artwork&lt;/a&gt; / &lt;a href="http://dieubussy.blogspot.com/2010/02/blog-post.html"&gt;My 2009 OST Selection: Interview with Vasily Kashnikov&lt;/a&gt; ]&lt;/span&gt;&lt;br /&gt;&lt;p&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-5299521789296255176?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/5299521789296255176/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=5299521789296255176' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5299521789296255176'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5299521789296255176'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2010/04/my-2009-ost-selection-interview-with.html' title='My 2009 OST Selection - Interview with Tomáš &quot;Floex&quot; Dvořák'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/S73AumFg7HI/AAAAAAAABbg/c2D5dIZJCr0/s72-c/dvorak5.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-5574294417653574958</id><published>2010-03-24T11:37:00.019Z</published><updated>2010-03-27T10:49:00.708Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Pix&apos;n Love'/><category scheme='http://www.blogger.com/atom/ns#' term='Art and Videogames'/><category scheme='http://www.blogger.com/atom/ns#' term='Books'/><category scheme='http://www.blogger.com/atom/ns#' term='Cinema'/><title type='text'>The beginning of a  beautiful friendship: Des Pixels a Hollywood</title><content type='html'>&lt;br&gt;&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/S6n-dGFt6qI/AAAAAAAABZA/Sj4lvpO0ADw/s1600/PixelsHollywood_PreviewLivre.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/S6n-dGFt6qI/AAAAAAAABZA/Sj4lvpO0ADw/s400/PixelsHollywood_PreviewLivre.jpg" alt="" id="BLOGGER_PHOTO_ID_5452168599712950946" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;In the premature days of console and arcade game entertainment, the greatest entrepreneurs of the newfound industry sought the support of the motion picture industry in an attempt to promote their products. During the late 1970's, Atari was one of the fastest growing companies in the world on account of their pioneering home entertainment products. One of the most crucial factors originating this synergy between film and electronic games came from Atari's decision to accept the famed Warner Communications deal - said to have generated around 30 million dollars at the time, a shocking figure considering the company had been founded not ten years before with less than 1500 dollars.&lt;br /&gt;&lt;br /&gt;As Warner eventually took over the company, firing the original founder Nolan Bushnell, the Atari VCS - then the most successful console world over - was used as a launch pad for the release of numerous &lt;span style="font-style: italic;"&gt;movie to home videogame&lt;/span&gt; adaptations. With the success of coin operated&lt;span style="font-style: italic;"&gt;&lt;/span&gt; games like STAR WARS ARCADE&lt;span style="font-style: italic;"&gt;, &lt;/span&gt;the tie-in between Warner group movies and Atari console games implied no further investment as all was originating from the one and all-encompassing corporation. Often deriving from particular scenes from the original film, these game adaptations were greatly successful during the 1980s up until today. And while they've earned their reputation as minor games, generally created only for the purpose of feeding the commercial machine, such adaptations exist today in larger and more profitable figures than ever anticipated.&lt;br /&gt;&lt;br /&gt;In his debut book entitled &lt;span style="font-style: italic;"&gt;Des Pixels a Hollywood&lt;/span&gt;, scheduled for release next month, Alexis Blanchet discusses this long lasting and thriving partnership between the Cinema and interactive digital media with admirable depth. In his examination of common inspirations, Blanchet produces a comprehensive academic study concerning the different interpretations of similar themes from contemporaneous fiction. Apart from the historical background of how the two industries came to be jovial companions, the author also retraces some of the most enlightening examples of how videogames, regardless of its country of origin, possess such an umbilical bond to Hollywood film and its inescapable references. At a time when technology appears to be opening a new road where both will be able to converge like never before, &lt;/span&gt;&lt;span style="font-family:georgia;"&gt;&lt;span style="font-style: italic;"&gt;Des Pixels a  Hollywood &lt;/span&gt;&lt;span&gt;comes as an essential reading - perhaps regrettably, at the risk of denouncing the frail creative structures u&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:georgia;"&gt;pon which the majority of popular videogames are based.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;Purchase this book from the &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://editionspixnlove.fr/collectiondetail.php?ID=37"&gt;Pix'N Love online store&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-5574294417653574958?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/5574294417653574958/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=5574294417653574958' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5574294417653574958'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5574294417653574958'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2010/03/beginning-of-beautiful-friendship-des.html' title='The beginning of a  beautiful friendship: &lt;i&gt;Des Pixels a Hollywood&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/S6n-dGFt6qI/AAAAAAAABZA/Sj4lvpO0ADw/s72-c/PixelsHollywood_PreviewLivre.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-5422091835595474990</id><published>2010-02-11T23:25:00.099Z</published><updated>2010-02-26T16:26:49.731Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Wasily Kashnikov'/><category scheme='http://www.blogger.com/atom/ns#' term='Typrop'/><category scheme='http://www.blogger.com/atom/ns#' term='Mushroomer'/><category scheme='http://www.blogger.com/atom/ns#' term='Turgor'/><category scheme='http://www.blogger.com/atom/ns#' term='The Void'/><category scheme='http://www.blogger.com/atom/ns#' term='Ice-Pick Lodge'/><category scheme='http://www.blogger.com/atom/ns#' term='OST'/><title type='text'>My 2009  OST Selection - Interview with Wasily Kashnikov</title><content type='html'>&lt;br&gt;&lt;img style="font-family: georgia;" src="http://img691.imageshack.us/img691/7721/47468302.jpg" width="389" height="585" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;Few videogames, if any, ever felt as lugubrious and inauspicious as Ice-Pick Lodge’s THE VOID. Upon its original release in Russia in 2008, when and where it was known as Тургор (&lt;span style="font-style:italic;"&gt;Turgor&lt;/span&gt;, meaning &lt;span style="font-style:italic;"&gt;Tension&lt;/span&gt;) this subjective journey of anguish was released on selected European countries before finally becoming available for download at Steam - the single most popular content delivery platform in the world. Moving from its initial obscurity into the limelight of independent computer game press, the game was well-received to the point of earning some of the most favorable reviews in the whole of 2009. The game was also praised for its bold new tone, gameplay mechanics and its themes - seldom featured in popular videogame titles - as the German television channel 3Sat so brilliantly &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.youtube.com/watch?v=YrTwJ99nASA"&gt;indicated&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;. Yet, to a large extent, THE VOID still retains its cult game status notwithstanding of the short-lived exposure in the media.&lt;/span&gt;  &lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;br /&gt;I’ve made it a habit to emphasize one single work among the several propositions presented each year in the field of music created as a complement to videogames. Far from an award or the proclamation of a superior example among the many, this is essentially an attempt to draw some attention towards compositions that, in spite of their intrinsic quality and importance, have been overlooked for various motives. This year I’ve had the rare chance to contact the author of the soundtrack of my selection, as well as exchanging various impressions about his work, while questioning him about the thousand things. In his debut as a videogame score composer, Wasily Kashnikov (a.k.a. &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.mushroomer.net/"&gt;Mushroomer&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;) has teamed with &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.myspace.com/andriesh"&gt;Andriesh&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; – a fellow Moskvitch DJ who had participated in the making of PATHOLOGIC.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;img style="cursor: pointer; width: 400px; height: 266px; font-family: georgia;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/S4EYU5MejwI/AAAAAAAABYU/SmVR2v3YmLI/s400/m6.jpg" alt="" id="BLOGGER_PHOTO_ID_5440656572069875458" border="0" /&gt;&lt;br /&gt;&lt;div style="text-align: center; color: rgb(51, 0, 0);"&gt;&lt;span style="font-size:85%;"&gt;In The Void, the player must explore different locations in search for Lympha, a natural source for the production of color.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div  style="text-align: center;font-family:georgia;"&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;This partnership has resulted in a very substantial soundtrack album, first released in 2008 together with the game, subsequently re-edited with additional themes and re-mastered versions. If THE VOID is an erudite reflection on the complexities of life and death, Kashnikov’s fascinating personality and musical talent are are a valuable contribution to this achievement: enigmatic and brooding, his soundscapes and montages are highly reminiscent of the work of some of the British electronic music pioneers like the early Aphex Twin's &lt;span style="font-style: italic;"&gt;Ambient Works&lt;/span&gt; or FSOL's &lt;span style="font-style: italic;"&gt;Lifeforms&lt;/span&gt; and &lt;span style="font-style: italic;"&gt;ISDN&lt;/span&gt; period.&lt;br /&gt;&lt;br /&gt;To match the diversity of abstruse contexts presented throughout the game, the young musician applied different instruments and sonorities from the soft chords of a resonating piano to the sharp-sounding wooden flute and guitar, blending them together using VST software generated effects and using the KORG Electribe EM-1 to produce the different drum beats. Self-portrayed as a &lt;span style="font-style:italic;"&gt;do it yourself &lt;/span&gt; musician, Mushroomer has adorned THE VOID with a plethora of organic sounds that expand the depth to an already intricate and challenging experience. In spite of the limited tools and resources available to Kashnikov, his work has raised the standards for &lt;span style="font-style: italic;"&gt;indie &lt;/span&gt;game music production and is thus worthy of all my praise and admiration.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic; color: rgb(153, 153, 153);"&gt;- There seems to be no doubt that the worldwide release of The Void has contributed immensely in divulging of your music. Was this your first experience in the field and how did you acquaint yourself with the Ice-Pick Lodge studio founders? &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;WK : My first experience with the game development industry was long  before I met Dybowskiy and the Ice-pick Lodge studio. We had a team of  enthusiasts called Temporal Games, in which I took part in the  development of a fantasy RPG, as a coordinator, sound producer and game  designer. You know, the kind of teams, where each member does everything  he can. in However, the project was never finished, as it often  happens.&lt;br /&gt;&lt;br /&gt;But my participation in the project allowed me to visit the KRI  Conference (Russian analog of GDC) and meet a lot of wonderful people,  who later helped me a lot. So, by the time I began discussing with  Nikolay the possibility of working on the new Ice-Pick Lodge studio  project, I was already well acquainted with the process of creating  games. Nikolay then game me a test task, explained the concept of music  and sound and in a few months, having successfully passed the test, I  began to work in the studio. Now I can say without exaggerating, that  this was the most comfortable, interesting work in my life so far. We’ll  see, if something beats the record.&lt;br /&gt;&lt;br /&gt;&lt;p align="center"&gt;&lt;object width="350" height="40"&gt; &lt;param name="movie" value="http://listen.grooveshark.com/songWidget.swf"&gt; &lt;param name="wmode" value="window"&gt; &lt;param name="allowScriptAccess" value="always"&gt; &lt;param name="flashvars" value="hostname=cowbell.grooveshark.com&amp;amp;widgetID=20212269&amp;amp;style=metal&amp;amp;p=0"&gt; &lt;embed src="http://listen.grooveshark.com/songWidget.swf" type="application/x-shockwave-flash" flashvars="hostname=cowbell.grooveshark.com&amp;amp;widgetID=20212269&amp;amp;style=metal&amp;amp;p=0" allowscriptaccess="always" wmode="window" width="350" height="40"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style="color: rgb(51, 0, 0);" align="center"&gt;&lt;span style="font-size:85%;"&gt;&lt;em&gt;Girls and Hunters &lt;/em&gt;can be considered to be the hallmark of the soundtrack and, according to Kashnikov himself, the most laborious theme of all.&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-style: italic; color: rgb(153, 153, 153);"&gt;- Apart from your work, the soundtrack also features several themes from Andriesh, who had already collaborated with the studio on the production of Pathologic. How was the work assigned to both?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;WK : When I began working, the first thing I did was listen to all the material, that Andriesh has written. Then I asked Nikolay to select the tracks that fit the Void conception best, and started to look for the sound that would work well with what was already written; that wouldn’t contrast with it too much. Besides that, I immediately took most of the sound design and special effect work. We didn’t work together in the traditional sense – I wrote music while sitting at the Ice-pick office, and he worked from home.&lt;br /&gt;&lt;br /&gt;There isn’t a single track in the Void which we would’ve written together, though I think it would have been an interesting experience, but alas it never happened. Speaking of Andriesh’s music, I’d like to note, that I was very impressed by his Pathologic soundtrack, but I don’t like his solo projects as much. I’m not much of a dance music fan, I guess.&lt;br /&gt;&lt;br /&gt;&lt;img style="cursor: pointer; width: 400px; height: 266px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/S4EVtpefGpI/AAAAAAAABX0/1Vgr7bBG8t8/s400/m2.jpg" alt="" id="BLOGGER_PHOTO_ID_5440653698812287634" border="0" /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(51, 0, 0);font-size:85%;" &gt;&lt;span style="color: rgb(51, 0, 0);"&gt;Mushroomer during a live performance.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 153, 153); font-style: italic;"&gt;- Tallying up the themes from all the different versions, the soundtrack spans over an impressive four disc collection. Tell me about the greatest challenges and difficulties related to the process of creating this vast enterprise.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;WK : The greatest difficulty in writing the music was to find the right sound: the types of instruments, harmony of how everything sounds. It was hard to achieve the integrity of the entire soundtrack. When I finally found the right sound – everything became a lot easier. More than half of the tracks were written in mere months – 2 or 3 to be precise. And finally, when mentioning the large volume of the final product, don’t forget, that the 3rd disk simply contains poems, and the 4th disk contains not only new tracks written for the English release, but also re-mastered original tracks. And writing and re-mastering music – are definitely not the same in terms of time spent.&lt;br /&gt;&lt;br /&gt;So, the main result of work on the Void is the first disk. The second disk is more like an alternative version of the soundtrack – what it might have been, and half of the tracks from disk 2 are unreleased material written by Andriesh. It was also difficult to remake tracks, the sound of which seemed almost perfect, but that didn’t suit Nikolay for some reason. For example, the main menu theme exists in 3 or 4 variations. “Strange Creatures” from disk 2 – is one of the unapproved variations of the main menu theme.&lt;br /&gt;&lt;br /&gt;&lt;img style="cursor: pointer; width: 400px; height: 266px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/S4EVudFqynI/AAAAAAAABYE/rYLzQk1VByo/s400/m4.jpg" alt="" id="BLOGGER_PHOTO_ID_5440653712666839666" border="0" /&gt;&lt;br /&gt;&lt;div style="text-align: center; color: rgb(51, 0, 0);"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(51, 0, 0);"&gt;Regardless of its independent roots, the team has worked to exhaustion in the creation of large and splendorous and veritably exquisite locations.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-style: italic; color: rgb(153, 153, 153);"&gt;- The Void is an unconventional game by design. Its unique environment creates a sensation of emptiness and oppression that is impossible to evade. Every location is a mystery in itself; and even characters are mystifying and ambiguous. What is your interpretation of the game and how has that influenced your work?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;WK : That’s a good question. I based my view on the description Nikolay gave me way back at the first test task – this was a dying world, this was the wait for the birth of something new, the theme of famine, and finally the theme of being able to create something seemed to be the stem of the entire game. Anyhow – for me the Void was a metaphor of art, as a battle of the dying old with the upcoming to change it new, and the realization of a dream. I guess it sounds confusing – but there aren’t enough words to describe it – personally, I think that all of us realized a dream in this game. At least, I did.&lt;br /&gt;&lt;p align="center"&gt;&lt;span style="font-size:100%;"&gt;&lt;object width="350" height="40"&gt; &lt;param name="movie" value="http://listen.grooveshark.com/songWidget.swf"&gt; &lt;param name="wmode" value="window"&gt;&lt;br /&gt;&lt;param name="allowScriptAccess" value="always"&gt; &lt;param name="flashvars" value="hostname=cowbell.grooveshark.com&amp;amp;widgetID=20212661&amp;amp;style=metal&amp;amp;p=0"&gt; &lt;embed src="http://listen.grooveshark.com/songWidget.swf" type="application/x-shockwave-flash" flashvars="hostname=cowbell.grooveshark.com&amp;amp;widgetID=20212661&amp;amp;style=metal&amp;amp;p=0" allowscriptaccess="always" wmode="window" width="350" height="40"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(51, 0, 0);"&gt;Declamation in Russian of the poem "Mudam-se os tempos, mudam-se as vontades" by Luís Vaz de Camões concerning the passage of time, memory and evolution.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="color: rgb(153, 153, 153); font-style: italic;"&gt;- Because I'm Portugese, I was very surprised to see how the game opened with a feminine voice’s declamation of a poem by Luís de Camões. Do you know how did this idea come about?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;WK : To be honest – I don’t have a clue. I didn’t take part in selecting the poems for the game, but I can assume, that this poem was meant to fully describe, what should be happening in the consciousness of the player during the game, and it’s a great way to introduce the players with the poetry, they otherwise might have never heard&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-style: italic; color: rgb(153, 153, 153);"&gt;- The game’s soundtrack – your themes in particular – reflect a great passion for different styles of electronic and IDM music. What where the greatest influences and inspirations when you were creating the music?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;WK : If you’re asking about what I was listening at the time, then… From electronic music it’s Boards of Canada, Bonobo and Carbon Based Lifeforms. From others I enjoyed Tom Waits, the Dresden Dolls, Nervous Cabaret – either way, its mastery and beauty in case of electronic tracks, and emotions in case of the ones with voice. And the result of this insane mix is what you have to “tolerate” the entire game -if you don’t choose to turn off the music, of course.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-style: italic; color: rgb(153, 153, 153);"&gt;- Did you feel, somehow, restricted by the fact that you were creating music for an interactive game?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;Speaking of the technical side of my work – I always kept in mind that I’m not just writing music, but an addition to an experience. My task was, beside all, to merge music and game play so that there’s no dissonance that would concentrate the player’s attention on either parts of the experience risking to damage several elements of the game. For example, the battle with the Triumphator brother is interactive – all his actions are reflected in the music themes, which sound during combat. Literally, you’re fighting the music that you hear! It’s a human orchestra after all!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;p align="center"&gt;&lt;span style="font-size:100%;"&gt;&lt;p align="center"&gt;&lt;object width="350" height="40"&gt; &lt;param name="movie" value="http://listen.grooveshark.com/songWidget.swf"&gt; &lt;param name="wmode" value="window"&gt; &lt;param name="allowScriptAccess" value="always"&gt; &lt;param name="flashvars" value="hostname=cowbell.grooveshark.com&amp;amp;widgetID=20212302&amp;amp;style=metal&amp;amp;p=0"&gt; &lt;embed src="http://listen.grooveshark.com/songWidget.swf" type="application/x-shockwave-flash" flashvars="hostname=cowbell.grooveshark.com&amp;amp;widgetID=20212302&amp;amp;style=metal&amp;amp;p=0" allowscriptaccess="always" wmode="window" width="350" height="40"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/p&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(51, 0, 0);"&gt;Music from the battle against one of the brothers, the Triumphator: different variations were created in order to accord with the different stages of the conflict.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-style: italic; color: rgb(153, 153, 153);"&gt;- There seems to be an interesting anecdote behind the choice of your artistic name "Mushroomer"? Why are mushrooms so fascinating to you?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;WK : I have a degree in biology, an agronomist, to be precise; and mushrooms are a very interesting life form even if not consumed. ;o) They are neither plants nor animals – they exist on their own, and nevertheless, have a great influence on our everyday. For example, alcohol (and even the Bible notes Jesus Christ turned water into wine) – is the result of work of yeast fungus – a form of mushrooms; many diseases that plagued humanity are the result of proximity to mould, and last but not least – mushrooms are tasty. So, I haven’t chosen this nickname for nothing – it’s best to be friends with such a mighty power of nature, rather than ignore it or be enemies.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;img style="cursor: pointer; width: 400px; height: 266px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/S4EVt86huwI/AAAAAAAABX8/1x5mcM3LbUw/s400/m3.jpg" alt="" id="BLOGGER_PHOTO_ID_5440653704030173954" border="0" /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(51, 0, 0);font-size:85%;" &gt;&lt;span style="font-style: italic;"&gt;It was my dream - mixing of live and synthetic voices...&lt;/span&gt;  - Wasily Kashnikov&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="color: rgb(153, 153, 153); font-style: italic;"&gt;- With only two games released, Ice-Pick Lodge has won different prizes as well as the recognition from players. How have reactions to your work been, so far?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;WK : Generally, the reactions are quite positive. Well, of course, I’ve met reactions like “where the hell did Andriesh go, and who the hell is this Mushroomer dude?”, I’ve seen people who think that there’s no actual artist named Mushroomer and all the music was written by Andriesh. But these are rare. Mostly people agreed that I did a wonderful job, and that’s twice as pleasant since I think so, too!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="color: rgb(153, 153, 153); font-style: italic;"&gt;- Will you be working with the Ice-Pick Lodge studio in other projects? (Are there any plans for future collaborations?)&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;WK : Personally, I’m not working on anything now, when it comes to working on the new studio projects. But I suppose, as soon as it comes to sound – I’ll start working immediately.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:78%;"&gt;(All the sound clips and and excerpts from The Void OST are used on this page with the permission of its authors).&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-5422091835595474990?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/5422091835595474990/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=5422091835595474990' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5422091835595474990'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5422091835595474990'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2010/02/blog-post.html' title='My 2009  OST Selection - Interview with Wasily Kashnikov'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/S4EYU5MejwI/AAAAAAAABYU/SmVR2v3YmLI/s72-c/m6.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-2914799464951891096</id><published>2010-02-06T23:34:00.019Z</published><updated>2010-02-07T08:05:48.234Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Koji Ueno'/><category scheme='http://www.blogger.com/atom/ns#' term='Haruhiko Shono'/><category scheme='http://www.blogger.com/atom/ns#' term='Gadget'/><category scheme='http://www.blogger.com/atom/ns#' term='OST'/><title type='text'>Q&amp;A with Koji Ueno -  Resonances of Gadget</title><content type='html'>&lt;div  style="text-align: center;font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a style="color: rgb(0, 0, 0);" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/S24AebCDsWI/AAAAAAAABXU/OsuzSdUNKQo/s1600-h/gadgad.jpg"&gt;&lt;br /&gt;&lt;/a&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;img style="cursor: pointer; width: 321px; height: 240px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/S24AebCDsWI/AAAAAAAABXU/OsuzSdUNKQo/s400/gadgad.jpg" alt="" id="BLOGGER_PHOTO_ID_5435282322935230818" border="0" /&gt;&lt;/span&gt;&lt;/span&gt; &lt;/div&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;Since the beginning of his career in 1978, Koji Ueno has been composing music that encompasses multiple styles and genres from pop to new age, from orchestral to electronic and dance oriented. Having achieved a reputation as one of Japan’s most promising musicians after joining the Guernica ensemble, he has worked with some of the best musicians in his country such as Ryuichi Sakamoto, with whom he authored the soundtracks for the major motion pictures &lt;i style=""&gt;Oneamise no Tsubasa&lt;/i&gt; and &lt;i style=""&gt;The Last Emperor&lt;/i&gt;.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;In one of his most singular musical moments, Ueno participated with Haruhiko Shono and the Synergy studio for the creation of the music score for the best-selling CD-ROM experience GADGET: INVENTION, TRAVEL &amp;amp; ADVENTURE. As an addendum to the results of my research, already presented in last year's &lt;a href="http://coregamer.web.simplesnet.pt/shono.htm"&gt;interview with Haruhiko Shono&lt;/a&gt;, I now publish a brief interview where this gifted and erudite musician discusses a few interesting subjects regarding his valuable contribution to the game - later resulting in that rare album entitled &lt;i style=""&gt;Resonances of Gadget: Quasisymphonic Movements and Noise Montages&lt;/i&gt;.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt; I was also surprised to learn that some of his influences when composing this soundtrack were musical masterpieces of my own personal predilection.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;p class="MsoNormal" style="margin-bottom: 0.0001pt; line-height: normal; color: rgb(0, 0, 0); text-align: center; font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/S25m9nZz8uI/AAAAAAAABXc/_K5PPO2pkC4/s1600-h/gadget3.jpg"&gt;&lt;span style="font-size:100%;"&gt;&lt;/span&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;&lt;a style="color: rgb(0, 0, 0);" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/S23_vbKbPnI/AAAAAAAABXE/J_uhiNCJsFc/s1600-h/gad.jpg"&gt;&lt;img style="cursor: pointer; width: 350px; height: 350px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/S23_vbKbPnI/AAAAAAAABXE/J_uhiNCJsFc/s400/gad.jpg" alt="" id="BLOGGER_PHOTO_ID_5435281515516477042" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt; &lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;span style="color: rgb(102, 102, 102);"&gt;&lt;br /&gt;CG: As a composer, you have a reputation of someone who is constantly looking for new challenges. In what circumstances did you enter the project of creating this soundtrack?&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;Ueno: I was the first composer choice of Mr. Shono and his office. They knew about my admiration for the art of the pre-war/war time, Russian avant-garde and machine age which were also of special reference to that locomotive he designed for the game.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;When Mr. Shono was a university student he was a fan of my band Guernica, whose concept was the combination of pre-war avant-garde and pre-war popular music.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;One of his university friends who was also a Guernica fan asked me to make music for his graduation art work and introduced him to me around 1983 or 1984.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(102, 102, 102);"&gt;CG: &lt;/span&gt;&lt;span style="color: rgb(102, 102, 102);"&gt; &lt;/span&gt;&lt;span style="color: rgb(102, 102, 102);"&gt;Some years after the original release of GADGET, Synergy produced a renewed version. Was the same soundtrack used or did you create new themes for "Past as Future"?&lt;/span&gt;&lt;o:p style="color: rgb(102, 102, 102);"&gt;&lt;/o:p&gt;&lt;span style="color: rgb(102, 102, 102);"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;Ueno: I can’t remember exactly. During the production of that project I handed my works to Mr. Shono directly who later edited and overdubbed them – a process in which I had no participation. I do remember, however, that in "Gadget Trips/Mindscapes" I made a lot of new material.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal; color: rgb(0, 0, 0); text-align: center;font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/S25m9nZz8uI/AAAAAAAABXc/_K5PPO2pkC4/s1600-h/gadget3.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 267px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/S25m9nZz8uI/AAAAAAAABXc/_K5PPO2pkC4/s400/gadget3.jpg" alt="" id="BLOGGER_PHOTO_ID_5435395009018065634" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;&lt;br /&gt;&lt;span style="color: rgb(102, 102, 102);font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;CG: What did you base your music on - were you given game materials or simply Images, sketches, ideas?&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;Firstly I was asked to made music for the trailer of Gadget for its promotion. That trailer already had many designed materials such as the locomotive, some of the characters and locations. I selected suitable digital sampling data as several timbres of that trailer music and then I constructed music to fit into the timing of the scene changes of the video.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;Eventually, that material became the theme "Overture: Invention, Travel and Adventure". Many materials later used in the game and the movie were reductions of that. The following variations were made using a method similar to film scoring techniques, based on scene images and the story itself. I remember that the tracks &lt;i style=""&gt;Overture&lt;/i&gt;, &lt;i style=""&gt;Tranquility&lt;/i&gt;, &lt;i style=""&gt;Contradictions&lt;/i&gt; and &lt;i style=""&gt;A Recollection of the Future&lt;/i&gt;, from the soundtrack album, were the first themes I composed.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(102, 102, 102);font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;CG: &lt;span style=""&gt; &lt;/span&gt;What motivated you to create the music? You focused heavily on the industrial and engineering part of that universe; but also on the deep psychological trance with eerie noise montages: what did you intend to make the players feel by listening to the music?&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;Ueno: I think "Gadget" has something like a feeling of oppression throughout the whole game.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;And has what we may call &lt;i style=""&gt;industrial mysticism&lt;/i&gt;, as well as the feeling of &lt;i style=""&gt;destin sans issue&lt;/i&gt;. Maybe those themes were the most inspiring.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt; &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;Anyway Mr. Shono's designs were of great artistic beauty, so I was keeping those in mind when I was composing.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt; &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;I’ve also tried to make music that wouldn’t weary the player.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;span style="color: rgb(102, 102, 102);"&gt;&lt;br /&gt;&lt;br /&gt;CG: &lt;/span&gt;&lt;span style="color: rgb(102, 102, 102);"&gt; &lt;/span&gt;&lt;span style="color: rgb(102, 102, 102);"&gt;What are your thoughts on GADGET and your interpretation of it?&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;Ueno: Nightmare of 20th Century?&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt; &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;Do the retro-chic machines dream of autocratic brainwashing?&lt;/span&gt;&lt;span style="color: rgb(102, 102, 102);font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/S25m9yOyRWI/AAAAAAAABXk/USRHMZCoFF4/s1600-h/gadget7.jpg"&gt;&lt;img style="cursor: pointer; width: 283px; height: 400px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/S25m9yOyRWI/AAAAAAAABXk/USRHMZCoFF4/s400/gadget7.jpg" alt="" id="BLOGGER_PHOTO_ID_5435395011924608354" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="color: rgb(102, 102, 102);font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;CG: &lt;span style=""&gt; &lt;/span&gt;The train theme is possibly the most emblematic of all: its beat pattern being so contagious. Tell me more about the conception of this theme in particular.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;Ueno: When I saw the train sequences for the first time I felt that they required some like constant beat and that it needed to suit the tempo of the scene – while not evoking any memory of a dance music or techno beat!&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt; So I selected sampling material by classical percussion instruments bearing in mind that the time of the music should be cross rhythm, not just a simple 4/4 or 3/4.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;Later&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;, I tried to play some of samplings on keyboard. There, sampling material can be played slow to fast combining different rhythm (tempo) by playing more than a single note. This is how I found the exact material and tempo.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;Anyway it's important to read the exact tempo of the scenes.&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt; Maybe that is also one of film music techniques.&lt;/span&gt;&lt;span style="color: rgb(102, 102, 102);font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;CG: Finally: in terms of musical composition, what were your references to the creation of this soundtrack?&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;br /&gt;&lt;br /&gt;My greatest influences were: Edgard Varèse&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;, &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;Arthur Honegger’s &lt;i style=""&gt;Pacific 231&lt;/i&gt;, Sergei Prokofiev (Symphony No.2), Bernard Herrmann&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;, &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;Jerry Goldsmith’s &lt;i style=""&gt;The Planet of Apes&lt;/i&gt;, Béla Bartók, John Cage&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;, &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;Louis and Bebe Baron’s &lt;i style=""&gt;Forbidden Planet&lt;/i&gt;,&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt; &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;Charles Ives, Leoš Janaček’s &lt;i style=""&gt;Glagolitic Mass&lt;/i&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;, &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;Frank Martin’s &lt;i style=""&gt;Petite Symphonie Concertante&lt;/i&gt;, &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;span style=""&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;Pauline Oliveros’ &lt;i style=""&gt;Deep Listening&lt;/i&gt; and&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt; &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  lang="EN-US" &gt;Aaron Copland.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span lang="EN-US"  style="font-size:85%;"&gt;Given its extreme rarity, I converted the soundtrack to a suitable MP3 quality that is now &lt;a href="http://www.teradepot.com/j6lub5upf7t3/Resonances_of_Gadget_Soundtrack.rar.html"&gt;available for download&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-2914799464951891096?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/2914799464951891096/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=2914799464951891096' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2914799464951891096'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2914799464951891096'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2010/02/q-with-koji-ueno-resonances-of-gadget.html' title='Q&amp;A with Koji Ueno -  Resonances of Gadget'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/S24AebCDsWI/AAAAAAAABXU/OsuzSdUNKQo/s72-c/gadgad.jpg' height='72' width='72'/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-6997708565155961152</id><published>2010-02-04T12:22:00.014Z</published><updated>2010-02-04T13:34:50.776Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Vanitas'/><category scheme='http://www.blogger.com/atom/ns#' term='Tale of Tales'/><title type='text'>A digital Carpe Diem</title><content type='html'>&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/S2q9vfKHwAI/AAAAAAAABW8/BxnPcg-Q1jo/s1600-h/van.jpg"&gt;&lt;br /&gt;&lt;img style="cursor: pointer; width: 400px; height: 295px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/S2q9vfKHwAI/AAAAAAAABW8/BxnPcg-Q1jo/s400/van.jpg" alt="" id="BLOGGER_PHOTO_ID_5434364523891376130" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;Tale of Tale's new iPhone and iPod touch application was officially released today and while the Apple platforms are surely not to my personal liking I couldn't miss the opportunity to mention this strange new form of interaction that they have prepared. As tiresome as the last year might have been for the studio, Michaël Samyn and Auriea Harvey keep working with determination in search for new grounds. VANITAS was commissioned by John Sharp and Ian Bogost as a part of the Art History of Games symposium taking place in Atlanta, which includes games from other known independent authors such as Jason Rohrer.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;Priced at one single dollar, VANITAS evokes the concept of mortality by arranging loose objects inside a wooden box, not unlike the use of deliberate symbols and icons in pre-modern Flemish art. Inspired by the famous biblical passage &lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;" &gt;vanitas vanitatum omnia vanitas &lt;/span&gt;&lt;span style="font-family:georgia;"&gt;(vanity of vanities, all is vanity, from the book of Ecclesiastes) Tale of Tales has conceived a meditative space without rules or concise objectives - highly reminiscent of the same philosophy which is present, although in an entirely different format, in Japanese garden models. The deep soul-searching experience about the futility of materialism is enhanced by the cello moods of this project's invited artist, none other than the talented Zoe Keating.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;More information can be found at the &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://tale-of-tales.com/Vanitas/"&gt;official website&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-6997708565155961152?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/6997708565155961152/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=6997708565155961152' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/6997708565155961152'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/6997708565155961152'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2010/02/iphone-as-tool-for-thought-tale-of.html' title='A digital &lt;i&gt;Carpe Diem&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/S2q9vfKHwAI/AAAAAAAABW8/BxnPcg-Q1jo/s72-c/van.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-7988672542246639720</id><published>2009-12-30T09:37:00.015Z</published><updated>2010-01-07T23:51:11.575Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Documentary'/><category scheme='http://www.blogger.com/atom/ns#' term='Takayoshi Sato'/><category scheme='http://www.blogger.com/atom/ns#' term='Magazine'/><category scheme='http://www.blogger.com/atom/ns#' term='Game Developer Magazine'/><title type='text'>Takayoshi Sato's character design master class</title><content type='html'>&lt;div style="text-align: left; font-family: georgia;"&gt;&lt;br /&gt;&lt;object style="width: 399px; height: 424px;"&gt;&lt;param name="movie" value="http://static.issuu.com/webembed/viewers/style1/v1/IssuuViewer.swf?mode=embed&amp;amp;viewMode=presentation&amp;amp;layout=http%3A%2F%2Fskin.issuu.com%2Fv%2Flight%2Flayout.xml&amp;amp;documentId=100107232913-fc43a8619c68495ebeaa8ab570f9b5a7&amp;amp;docName=satogdm&amp;amp;username=dieubussy&amp;amp;loadingInfoText=The%20dust%20of%20everyday%20life&amp;amp;et=1262907686359&amp;amp;er=11"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="menu" value="false"&gt;&lt;embed src="http://static.issuu.com/webembed/viewers/style1/v1/IssuuViewer.swf" type="application/x-shockwave-flash" allowfullscreen="true" menu="false" style="width: 399px; height: 424px;" flashvars="mode=embed&amp;amp;viewMode=presentation&amp;amp;layout=http%3A%2F%2Fskin.issuu.com%2Fv%2Flight%2Flayout.xml&amp;amp;documentId=100107232913-fc43a8619c68495ebeaa8ab570f9b5a7&amp;amp;docName=satogdm&amp;amp;username=dieubussy&amp;amp;loadingInfoText=The%20dust%20of%20everyday%20life&amp;amp;et=1262907686359&amp;amp;er=11"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;Last month's issue of Game Developer magazine contains a highly informative piece by Takayoshi Sato regarding his approach to videogame character design. A recommended read to anyone interested in becoming acquainted with the details behind Sato's work, as well as valuable advice and essential details: in short, a &lt;span style="font-weight: bold;"&gt;must read.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The pages included in the document above are scanned reproductions from the magazine. You may find this and many other issues in high quality downloads available at &lt;a href="http://www.gdmag.com/archive/dec09.htm"&gt;GDM's website&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-7988672542246639720?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/7988672542246639720/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=7988672542246639720' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7988672542246639720'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7988672542246639720'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/12/takayoshi-sato-master-class-on.html' title='Takayoshi Sato&apos;s character design master class'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-9067304528222033547</id><published>2009-12-16T18:13:00.015Z</published><updated>2009-12-21T12:26:29.238Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fatale'/><category scheme='http://www.blogger.com/atom/ns#' term='CoreGamers'/><category scheme='http://www.blogger.com/atom/ns#' term='Tale of Tales'/><category scheme='http://www.blogger.com/atom/ns#' term='Making-Of'/><title type='text'>CoreGamers presents: The Making of FATALE</title><content type='html'>&lt;br&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://coregamer.web.simplesnet.pt/fatale.htm"&gt;&lt;img style="cursor: pointer; width: 399px; height: 265px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SykjhxDQsWI/AAAAAAAABV0/qOv6H4w2ENM/s400/mak.jpg" alt="" id="BLOGGER_PHOTO_ID_5415899089899401570" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-family:georgia;"&gt;FATALE was one the most surprising releases of this year that now nears its end. Like an encore to the same brilliant approach to the discipline of interactive arts as essayed before in THE PATH, it was a unique portrayal of the biblical icon Salome as seen from the perspective of Oscar Wilde's play of the same name. If its irreverence has caused much doubt among the videogame playing community, its value has already been underlined by popular videogame critics from all over the world. Not only was it completed in a record-breaking time, it also provided a fascinating series of challenges to the Tale of Tales studio and invited colaborators. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;This &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://coregamer.web.simplesnet.pt/fatale.htm"&gt;Making Of FATALE&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; article I now present contains detailed information concerning the origins of the project, the development stage, as well as the ever enlightening perspective from both Auriea Harvey and Michaël Samyn concerning their work.&lt;br&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-9067304528222033547?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/9067304528222033547/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=9067304528222033547' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/9067304528222033547'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/9067304528222033547'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/12/coregamers-presents-making-of-fatale.html' title='CoreGamers presents: The Making of FATALE'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_S_6uuGL9Sg4/SykjhxDQsWI/AAAAAAAABV0/qOv6H4w2ENM/s72-c/mak.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-199911157355429705</id><published>2009-12-06T14:04:00.024Z</published><updated>2010-01-18T18:48:40.949Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Leonard Herman'/><category scheme='http://www.blogger.com/atom/ns#' term='Books'/><category scheme='http://www.blogger.com/atom/ns#' term='Phoenix Fall and Rise of Home Videogames'/><title type='text'>Portrait of videogames as a young industry: Q&amp;A with Leonard Herman</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/Sxu7aHYYA4I/AAAAAAAABVQ/eX48LDoKyF8/s1600-h/fenix.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;br /&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5412125434548061058" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/Sxu7aHYYA4I/AAAAAAAABVQ/eX48LDoKyF8/s400/fenix.JPG" style="cursor: pointer; height: 300px; width: 400px;" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;&lt;span lang="EN-US"&gt;And so a new industry was born. It has had its ups and downs but it has mostly kept on roaring ahead in step with technology. It has done its share of contributing to great technical advancements in the art of displaying complex graphics on a display. Most importantly, it has put imaginative, interactive gaming within reach of everybody.&lt;/span&gt;&lt;/i&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;div class="MsoListParagraph" style="text-align: right;"&gt;&lt;span lang="EN-US"  style="font-size:85%;"&gt;Ralph H. Baer ( in the Preface to Phoenix)&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;br /&gt;Upon confirming the indefinite delay of a fourth edition whose creation is &lt;a href="http://dieubussy.blogspot.com/2009/07/2010-year-of-phoenix.html"&gt;still in progress&lt;/a&gt;, Leonard Herman has decided to reprint the third edition of his milestone &lt;span style="font-style: italic;"&gt;Phoenix The Fall &amp;amp; Rise of Videogames&lt;/span&gt;, previously released in 2001. While a decade has passed since its original publication, this last existing edition of his original 1994 book continues to be one of the most valuable resources on the subject of videogame history, covering the events of a time line that starts in 1970 (with a comprehensive introduction on computer history starting in the early days of Pascal) up until 2001 and the emerging 128-Bit console systems.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;Phoenix&lt;/span&gt;&lt;span lang="EN-US"&gt; has warranted strong reactions in what relates to its particular style of writing: whereas some are very keen and enthusiastic on its impassive chronicle, others have discredited the book for being an unpleasant and far from compelling read. As soon as I got my hands on the book I immediately began to understand how Herman’s scientific and largely unbiased writing method may be perceived as expressionless. Notwithstanding, this is a book regarding the History of videogames: and one so impartial and scientific in the way it addresses the subject at hand that one can't help but recommend it and vouch for it.&lt;br /&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="text-align: left;"&gt;&lt;a href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/Sxu7ZwPTv8I/AAAAAAAABVI/b1j-9ZxvoGo/s1600-h/fenix3.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5412125428336017346" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/Sxu7ZwPTv8I/AAAAAAAABVI/b1j-9ZxvoGo/s400/fenix3.JPG" style="cursor: pointer; height: 300px; width: 400px;" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;Not unlike other popular publications that succeeded it, in &lt;span style="font-style: italic;"&gt;Phoenix&lt;/span&gt; should only expect to find the history of how videogames became a leading form of entertainment in North-America – the cradle of the early industry models – but also the critical stage for Japan’s rush for global home console market domination. &lt;/span&gt;&lt;span lang="EN-US"&gt;In truth, the composition of a book concerning the global history of the videogame business could not happen without the active collaboration of several experts around the world performing a cooperative research. Ambitions of an ideal and all-encompassing &lt;/span&gt;&lt;span lang="EN-US"&gt;volume on the history of videogames apart, there is no denying that Herman’s solo research has gathered enough data to make any of his book editions a complete guide to help the reader build an accurate mental picture of the home console chronology (computer games not being an actual priority to this work); or to simply be used as a reference in studies or mere fact checking.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/Sxu7ajROeSI/AAAAAAAABVg/GxrgmqVVZ8o/s1600-h/fenix4.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5412125442034268450" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/Sxu7ajROeSI/AAAAAAAABVg/GxrgmqVVZ8o/s400/fenix4.JPG" style="cursor: pointer; height: 300px; width: 400px;" border="0" /&gt;&lt;/a&gt;&lt;span lang="EN-US"&gt;&lt;br /&gt;&lt;br /&gt;The origins of this compilation of the videogame reality date back to several years before its actual release. I first understood the difficulties implied in the publication of a book of this kind so early in the 1990’s decade after contacting the author about that matter. I was surprised to learn that while the videogame industry had risen from its complete inexistence to one of the most profitable businesses on a global scale in a matter of a few decades, no book publisher was willing to risk the sponsoring of Herman’s book. Even today, Phoenix Fall and Rise and its publisher, Rolenta Press, remain an epitome of independent book publishing - its presentation simple and humble unlike that of most game-related books. And hardly ever has the expression &lt;span style="font-style: italic;"&gt;do not judge a book by its cover&lt;/span&gt; been so appropriate: Phoenix is unquestionably one of the most important studies ever made on the subject of videogame History.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="text-align: left;"&gt;&lt;a href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SxvDkUBUHVI/AAAAAAAABVo/DjcK9g9sZj4/s1600-h/fenix5.JPG" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5412134405832711506" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SxvDkUBUHVI/AAAAAAAABVo/DjcK9g9sZj4/s400/fenix5.JPG" style="cursor: pointer; height: 300px; width: 400px;" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;Mr. Herman was kind enough to answer a few of my questions regarding this object of his pursuit, a dynamic and sporadically revised information resource that continues to renew itself with every new inprint.&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: rgb(153, 153, 153);"&gt;&lt;span style="font-weight: bold;"&gt;CoreGaming&lt;/span&gt; : Phoenix is often presented as the first true account of the videogame history. Please tell me a little more about its origins and the difficulties implied in the publication of this sort of book given th the year of its original release.&lt;/span&gt;&lt;br&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-weight: bold;"&gt;Leonard Herman&lt;/span&gt; : In 1982 I began writing a book called ABC To The VCS, which was a directory of all of the games that were available for the Atari 2600. After the crash, I realized that there would be very little demand for such a book so I scrapped it. Around 1986, I thought about writing a similar book about the NES, but I really didn’t relish the thought of doing it, especially since at the time I wasn’t a fan of Nintendo and didn’t even own an NES! However I didn’t want to give up the idea about writing a book about videogames.&lt;br /&gt;&lt;br /&gt;For a while I began writing a book about each of the videogame companies, such as Atari, and Mattel. But a lot of the information overlapped. So that was when I got the idea of writing a chronological history of videogames, since such a book didn’t exist.&lt;br /&gt;&lt;br /&gt;I spent the four years writing the book, using my large collection of magazines and press kits as source (since the Internet as we know it didn’t exist yet). My goal was to get the book published in 1992, which was the 20th anniversary of the release of the Odyssey and Pong. Unfortunately, No publishers were interested. Prima, which eventually published Steve Kent’s book in 2001, wrote to me in an August 1993 letter: “…we believe there is not enough interest in the general history of video games at this time.”&lt;br /&gt;&lt;br /&gt;In 1994 I learned about self-publishing so I founded Rolenta Press and published Phoenix that way.&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 153, 153);"&gt;&lt;span style="font-weight: bold;"&gt;CoreGaming&lt;/span&gt; : Sometime ago you presented the fourth edition of Phoenix as a book containing information about the last years in the industry of videogames. However you decided not to move forward with the fourth edition for now and publish the 3rd once again. What originated that decision and how actual (or up-to-date) do you think this book today?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Leonard Herman&lt;/span&gt; : Well I am moving forward with the fourth edition, however the work is not progressing as quickly as I would like. In addition to adding new chapters, I have also decided to update the entire book, and fix any errors that have been in there that I’m aware of. I’m also including Japanese system prior to the Famicom so that is additional research that has to be done. And sometimes I get held up for stupid little reasons.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;For example, in 1989 View-Master released the Interactive Vision. I found information from several places citing that this system was awarded “Game of the Year”. The only problem was I couldn’t find who gave it that award! I contacted the Toy Industry of America, but they’re records only went back to 2001. I even contacted one of the designers of the console, and while he remembered the system getting the prize, he couldn’t remember who it got the prize from. I spent over a month looking for this information and finally had to give up on it.&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 153, 153);"&gt;&lt;span style="font-weight: bold;"&gt;CoreGaming&lt;/span&gt; : Since you first decided to research the subject of videogame history, many other authors and researchers have been publishing their own books regarding the history of videogames: either focusing on specific contents, like David Sheff and his Game Over History of Nintendo; or more broad and wide-randing like Kent's Ultimate History of Videogames and Russel deMaria's High Score. What do you think that Phoenix offers to readers today that none of these books does?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Leonard Herman&lt;/span&gt; : Actually, the first edition of David Sheff’s book came out before mine. Anyway, one of my best supporters is Steve Kent, who tells everyone that our books complement each other. While his book tells the story of videogames through the words of the actual participants, mine is an encyclopedia of all the little details that aren’t covered anywhere else.&lt;br /&gt;&lt;br /&gt;One of the main criticisms of the book is that the writing is dry and not entertaining. This was done by design. The book was written to educate, not to entertain.&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 153, 153);"&gt;&lt;span style="font-weight: bold;"&gt;CoreGamer&lt;/span&gt; : As a researcher, you must have spent thousands of hours going through different sources of information regarding videogames. Of all the interesting episodes in the history of videogames, which one do you think is the most enticing?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Leonard Herman&lt;/span&gt; : One of my favorite stories is the story of Tetris. In fact, for the 4th edition I’m removing it from the main body of the book and inserting it into a Focus On section where it stands out by itself.&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 153, 153);"&gt;&lt;span style="font-weight: bold;"&gt;CoreGaming &lt;/span&gt;: Finally, as someone who has been particularly close to videogame issues and debates since their dawn, how do you see the industry today? Were there such dramatic changes or are things closely the same as to what they were two or three decades ago, in spite of the drastic popularity increase?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Leonard Herman&lt;/span&gt; : Well three decades ago everything was new, so any change was a dramatic one! But we are still seeing new things today. The Wii changed forever how humans interact with videogames (although Nintendo wasn’t the first to do it). The only difference between now and 30 years ago was that the dramatic changes took place a lot more often back then.&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-199911157355429705?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/199911157355429705/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=199911157355429705' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/199911157355429705'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/199911157355429705'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/12/portrait-of-videogames-as-young.html' title='Portrait of videogames as a young industry: Q&amp;A with Leonard Herman'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/Sxu7aHYYA4I/AAAAAAAABVQ/eX48LDoKyF8/s72-c/fenix.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-523415597452426807</id><published>2009-11-01T03:54:00.026Z</published><updated>2009-11-09T11:17:17.113Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Culture'/><category scheme='http://www.blogger.com/atom/ns#' term='Amusement'/><category scheme='http://www.blogger.com/atom/ns#' term='Magazine'/><title type='text'>Amusement magazine, issue 6: BUG!</title><content type='html'>&lt;p style="font-family: georgia;" align="center"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2801/4073579282_366ddb1da3_o.jpg"&gt;&lt;img style="cursor: pointer; width: 300px; height: 400px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SuxMRr4zKxI/AAAAAAAABSE/P1T2-5k6ZfU/s400/amuse8.jpg" alt="" id="BLOGGER_PHOTO_ID_5398773920032828178" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" face="georgia" align="left"&gt;There was a time, long before the arrival of the Internet, when videogame players celebrated the inclusion of game-related topics in the smallest of columns of everyday newspapers. In time, the small footnotes became single and double-page features about fresh game releases, hints, pokes and cheats. As a consequence of the sudden growth of the computer and console business, a few dedicated publications appeared in the United States of America, the epicenter of the videogame industry revolution; yet firstly in the United Kingdom. Countless magazines were edited during the 1980's and 90's throughout the globe; some of them vanished in a matter of months; others were successful for a short while; only a few kept alive until this day.&lt;br /&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" face="georgia" align="left"&gt;But just as the format of the printer paper slowly capitulated to the emerging HTML format, so did the videogame magazines become a secondary choice to game players who needn't wait for the end of the month to read the latest news, now updated every second in the windows of their internet browsers. In order to oppose the costless information supply of game sites, magazines were forced to improve and to become more exclusive than ever in order to survive. &lt;a href="http://amusement.fr/"&gt;AMUSEMENT&lt;/a&gt; magazine, a fairly recent French trimestral publication, addresses some of the larger problems of the games journalism sphere, providing the sort of educated reading that is still light-years away from the common videogame website.&lt;br /&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" face="georgia" align="left"&gt;A first look at any of the existing issues of AMUSEMENT is sure to cause shock and awe: apparently, even after a quick browsing through the pages, this magazine is hard to identify as being related to the subject of games. Its discerning design easily evokes the flair and elegance seen in the visual presentation of a &lt;em&gt;Vogue&lt;/em&gt; or &lt;em&gt;Vanity Fair&lt;/em&gt; magazines. There are no game previews, reviews or even news articles proper; each piece has an identity of its own. This radical perspective has made this magazine a new and inspiring reference in the treatment of videogame subjects, something which is clear not only in its daring imagery, but also in the selection of themes.&lt;br /&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" align="left"&gt;The latest issue of the magazine, entitled BUG, is dedicated to concept of game program &lt;span style="font-style: italic;"&gt;bug&lt;/span&gt; or &lt;span style="font-style: italic;"&gt;glitch&lt;/span&gt;. Through different articles, the authors provide unique assessments on how these program errors have characterized videogames for long and will continue to do so in the future. The following are some of the highlights of this sixth edition (please click the images for larger views).&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2797/4072820183_076fe42840_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SuxMR3pqpFI/AAAAAAAABSM/Tbxz6p8r3wM/s400/amuse9.jpg" alt="" id="BLOGGER_PHOTO_ID_5398773923190580306" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;em style="font-family: georgia;"&gt;Not a Game, Just a Digital Amusement&lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt; is a joint venture between the magazine and the artist Pierre Vanni on the subject of game &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;bugs&lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;. Scheduled for release on the iPhone on the 25th of December, this &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;non-game&lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt; will make use of elemental volumes and shapes. Theplayer must use the touch screen to create visual motives which can only be interpreted at a distance in an exercise that relates to the true nature of digital images - the pixels -, very much like a new aged version of Plato's cavern.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2626/4073592764_cf27c8aec3_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SuxMSOl9jFI/AAAAAAAABSc/PiI1550NKxY/s400/amuse11.jpg" alt="" id="BLOGGER_PHOTO_ID_5398773929349057618" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;A fine example of this magazine's focus on subjects of interest to videogame players that are not directly related to the industry; this is an interview article with Xavier Veilhan, a vanguardist French artist whose recent work consists of presenting flat polygon sculptures near historical locations. This contrast between old and new architectural and scultpural techniques is well illustrated by the image above, where a purple geometric chariot being pulled by horses is placed on front of the Versailles Palace.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm4.static.flickr.com/3535/4073581486_2461bbca4f_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SuxMSCnNxwI/AAAAAAAABSU/YJoC5Zwp0Hk/s400/amuse10.jpg" alt="" id="BLOGGER_PHOTO_ID_5398773926133090050" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="font-family: georgia;"&gt;The celebrated creator of Konami's DANCE DANCE REVOLUTION, Naoki, is briefly enquired about his vision of the music games industry where his title played a central role in the last years.&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2682/4072824633_304873efdd_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SuxNB9qeNQI/AAAAAAAABS8/CfMy8jDXOoY/s400/amuse19.jpg" alt="" id="BLOGGER_PHOTO_ID_5398774749438293250" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2477/4072825359_85a765cb87_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SuxNCdnNhdI/AAAAAAAABTE/Ik-RpcjXj_M/s400/amuse20.jpg" alt="" id="BLOGGER_PHOTO_ID_5398774758014551506" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;One of the best photo shoots of this volume, &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;Overheating &lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;depicts several objects being thrown through a wall, namely the red DS Lite, in a visually pleasing manner.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm4.static.flickr.com/3500/4073582746_29db7e419b_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SuxNBccdD5I/AAAAAAAABSk/20dAq_1RrIw/s400/amuse13.jpg" alt="" id="BLOGGER_PHOTO_ID_5398774740521127826" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;Another great visual feature, &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;Dérapages&lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;, blends models with polygonal compositions to suggest everyday life accidents: on the picture, the suspended waiter accidentally drops the digital serving dish.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2775/4073583558_ae38576b9c_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SuxNBg2pyYI/AAAAAAAABSs/rIAmJTOEDAM/s400/amuse15.jpg" alt="" id="BLOGGER_PHOTO_ID_5398774741704755586" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;em style="font-family: georgia;"&gt;Glitchography&lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt; is a small but very interesting piece on the important role of the bug hunters and game testers in the development of each new game.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm4.static.flickr.com/3532/4073587068_8f8a1f597c_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SuxN_B4Kd1I/AAAAAAAABTU/6Nw8R7s7r6M/s400/amuse22.jpg" alt="" id="BLOGGER_PHOTO_ID_5398775798541481810" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;Bugs come in different forms and shapes. Léo Bourdin assumes the role of &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;Bug Hunter&lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt; and catalogues them in different classes from the Fatalist to the Pathologic according to their level of threat to the game experience.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2664/4072826143_60d84e5287_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SuxN-0HS88I/AAAAAAAABTM/S8nd0c-O6oQ/s400/amuse21.jpg" alt="" id="BLOGGER_PHOTO_ID_5398775794846856130" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;Bugs are a unique property of hardware and software systems. In Cinema, however, the absence of these errors is compensated by different occasions where fictional computers display abnormal behaviors that play an important role. Listed movies include famous computer gremlins from &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;2001 A Space Odyssey&lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;, &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;Electric Dreams&lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt; or &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;Alphaville&lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2539/4073588096_9466261610_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SuxN_JwX35I/AAAAAAAABTc/2PCDN-sIeR0/s400/amuse23.jpg" alt="" id="BLOGGER_PHOTO_ID_5398775800656289682" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2466/4072828659_b37dc8e1e8_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SuxN_kvPojI/AAAAAAAABTs/SIN0eTqtWK4/s400/amuse25.jpg" alt="" id="BLOGGER_PHOTO_ID_5398775807899312690" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;Reminiscent of the film &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;District 9&lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;, this visual article combines the chaos of technology on the foreground with the superimposed CGI insects alluding to the original circumstances in which the computer term &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;bug &lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;came to be.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2616/4072824101_573ba094e2_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SuxNBzcHuMI/AAAAAAAABS0/RYClbLX6WkI/s400/amuse16.jpg" alt="" id="BLOGGER_PHOTO_ID_5398774746693744834" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;A one-page mention to the game MACHINARIUM, by Brice Roy, underlines the exquisite aesthetics of Jakub Dvorský's game.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm4.static.flickr.com/3489/4072829457_17f99c20d8_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SuxcAwKzY0I/AAAAAAAABT8/TsPwDKo7_D0/s400/amuse28.jpg" alt="" id="BLOGGER_PHOTO_ID_5398791221310350146" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;Possibly the most important article of this edition: a multi-paged interview with Tetsuya Mizuguchi in which he speaks openly about his early days at SEGA and the several experiences that motivated him to seek new grounds in game design when founding UGA or his recent studio Q? Entertainment.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2602/4072830891_b78cac1777_o.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SuxcBWa_2WI/AAAAAAAABUM/vzKZTFL-p1Q/s400/amuse30a.jpg" alt="" id="BLOGGER_PHOTO_ID_5398791231578823010" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;Like many other Japanese game designers often credited as being artists because of their exquisite work - including Ueda or Kojima - Mizuguchi speaks honestly about his definition of what videogames are. The page highlight reads: &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;To me videogames aren't art, they're entertainment&lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2788/4072830029_020102f972_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SuxcBAoPBGI/AAAAAAAABUE/BEEd76fzrRo/s400/amuse29.jpg" alt="" id="BLOGGER_PHOTO_ID_5398791225728762978" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;In his career, Mizuguchi has developed a mastery in blending audio and video. The inclusion of the concept of synaesthesia in his games, particularly REZ, originated in Paris when visited the Kandinsky painting gallery. The highlight reads: &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;Everything will merge in the future: Videogames, Music, Cinema.&lt;br /&gt;&lt;/em&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2525/4072831889_b89dfc0ba6_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SuxcSSIl7bI/AAAAAAAABUc/Rt5G_fZ7Ei4/s400/amuse33.jpg" alt="" id="BLOGGER_PHOTO_ID_5398791522485661106" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;The author speaks openly about his ambitions: &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;I see myself as still being young. And that which interests me is what comes next, the next day, the &lt;/em&gt;&lt;em style="font-family: georgia;"&gt;next project&lt;/em&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;  &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2776/4073591290_e615842df7_o.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SuxcBVEpFnI/AAAAAAAABUU/UeJt8XFeZfg/s400/amuse31.jpg" alt="" id="BLOGGER_PHOTO_ID_5398791231216621170" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Surprisingly, the final pages are printed in a different kind of paper. One of them shows a very amusing article about an inevitable ludic reference, given this specific issue's main theme: BUG, the Sega Saturn game, is recognized here as one of the most important chapters in the history of 3D games.&lt;br /&gt;&lt;/p&gt;&lt;p style="font-family: georgia;"&gt;More information about this issue at the &lt;a href="http://amusement.fr/index.php?/magazine/now--amusement-6/"&gt;Amusement mag official site&lt;/a&gt;.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-523415597452426807?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/523415597452426807/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=523415597452426807' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/523415597452426807'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/523415597452426807'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/11/amusement-magazine-at-glance.html' title='Amusement magazine, issue 6: &lt;i&gt;BUG!&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/SuxMRr4zKxI/AAAAAAAABSE/P1T2-5k6ZfU/s72-c/amuse8.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-375082557089343848</id><published>2009-10-30T10:01:00.015Z</published><updated>2009-10-30T22:05:19.414Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Ryuichi Sakamoto'/><category scheme='http://www.blogger.com/atom/ns#' term='Interview'/><category scheme='http://www.blogger.com/atom/ns#' term='Haruhiko Shono'/><category scheme='http://www.blogger.com/atom/ns#' term='Alice'/><category scheme='http://www.blogger.com/atom/ns#' term='Gadget'/><category scheme='http://www.blogger.com/atom/ns#' term='CoreGamers'/><category scheme='http://www.blogger.com/atom/ns#' term='GAME DESIGNER'/><category scheme='http://www.blogger.com/atom/ns#' term='L-Zone'/><title type='text'>Without further ado: Haruhiko Shono</title><content type='html'>&lt;br&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://coregamer.web.simplesnet.pt/shono.htm"&gt;&lt;img style="cursor: pointer; width: 400px; height: 212px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SurADfevOLI/AAAAAAAABR0/eUm9epQDRUo/s400/ahahha.jpg" alt="" id="BLOGGER_PHOTO_ID_5398338269579524274" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;How hard it is to manage a website - a network of internet contents - on one's own. CoreGamers begun as a project where different sorts of articles could be inserted, from modern to retro gaming, from purely nonsensical delirium to the rigor of profile and interview articles. Of all the plans and expectations I deposited in that site, together with the absent co-founder, I have only been able to carry out the one which I think to be most important; the one where I am able to contribute with a small amount of information about creators who, in spite of their importance to the field of videogames, are not usually taken into consideration by mainstream media.&lt;br /&gt;&lt;br /&gt;Some months ago, I advertised the rare chance I was given to interview Haruhiko Shono. As mentioned in the &lt;a href="http://coregamer.web.simplesnet.pt/shono.htm"&gt;Profile and Interview&lt;/a&gt; article I publish today, his name might not be of importance to the witless videogame players of the current generation. I'm sure that even older generation players will have a certain difficulty in associating his name with an actual game title. But one single word, as if by magic, might help telling apart those who truly admire the art that exists in videogames and those who claim to the industry from inside out: and that word is GADGET.&lt;br /&gt;&lt;br /&gt;Other relics from times past make their appearance in the article; the ethereal ALICE, one of the first interactive works to appeal to the love for Arts; and L-ZONE, in which the author expresses his matured admiration for video art, machinery and the coming of the digital age. Exceptionally, I've also prepared a long gallery of media to support the article: apart from the unreleased projects, published in the parent visual blog Pixels At An Exhibition, and the several materials I've been publishing for the last months, there will be high quality videos documenting his major creations. Given the fact that the Internet has been rather useless in the research for information concerning this admirable videogame designer, I felt the necessity to bridge the gaps and provide a substantial - while not definite - account of his career and the creations that define it.&lt;br /&gt;&lt;br /&gt;This was by far the hardest research project I've dealt with in the last months, although it is extremely rewarding to receive such a positive reaction to the article from Shono himself. And it is at times like these that I understand more clearly that all this work is not in vain: it is an opportunity to learn and to pass that knowledge to others. Lastly, I would like to renew my acknowledgement to Sorrel Tilley whose help in the translation department has proved essential to the fulfilment of this personal goal - and to the many others, friends and strangers who have supported me in the completion of this piece.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-375082557089343848?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/375082557089343848/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=375082557089343848' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/375082557089343848'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/375082557089343848'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/10/without-further-ado-haruhiko-shono.html' title='Without further ado: Haruhiko Shono'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SurADfevOLI/AAAAAAAABR0/eUm9epQDRUo/s72-c/ahahha.jpg' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-3035223780717874962</id><published>2009-10-12T10:29:00.012+01:00</published><updated>2009-10-12T13:05:03.237+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Another world'/><category scheme='http://www.blogger.com/atom/ns#' term='Jordan Mechner'/><category scheme='http://www.blogger.com/atom/ns#' term='Prince of Persia'/><category scheme='http://www.blogger.com/atom/ns#' term='Eric Viennot'/><category scheme='http://www.blogger.com/atom/ns#' term='Eric Chahi'/><title type='text'>Leaps of Faith - Eric Viennot interview with Jordan Mechner and Eric Chahi</title><content type='html'>&lt;br&gt;&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/StL7gbr-sTI/AAAAAAAABRE/JMYN3DzOcek/s1600-h/leap.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/StL7gbr-sTI/AAAAAAAABRE/JMYN3DzOcek/s400/leap.jpg" alt="" id="BLOGGER_PHOTO_ID_5391648238522511666" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family: georgia;font-family:georgia;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;  &lt;/p&gt;&lt;span style="font-family: georgia;font-family:georgia;font-size:100%;"  &gt;&lt;span lang="EN-US"&gt;One of the most fascinating aspects of videogame history concerns the spiritual nexus that unites Jordan Mechner and Eric Chahi. Working in completely different rhythms and proportions, not to mention in opposite sides of the Atlantic, their creative stance has resulted in fairly similar works given the context of their release, especially with the case of PRINCE OF PERSIA and ANOTHER WORLD. While Mechner's game was published two years earlier, Chahi has recently claimed that, at the time he created his masterpiece, he wasn't aware of his North-American counterpart's work. Considering Chahi's answer to this old question as a truthful retortion - and there is no plausible reason to question its integrity - then we are in the presence of a true videogame phenomenon.&lt;/span&gt;&lt;/span&gt;&lt;p style="font-family: georgia;" face="georgia" class="MsoNormal"&gt;  &lt;/p&gt;  &lt;p style="font-family: georgia;" face="georgia" class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span lang="EN-US"&gt;The idea of uniting Mechner and Chahi was suggested on several occasions as the critical solution to this ancient conundrum that would confront and dispel all of the enduring myths. Making this long-held daydream a reality, the two creators were &lt;a href="http://ericviennot.blogs.liberation.fr/ericviennot/2009/10/chahimechner-linterview-des-l%C3%A9gendes-1.html"&gt;interviewed&lt;/a&gt; by Eric Viennot, the co-founder of the French studio Lexis Numérique and the creator of the cult classic IN MEMORIAM (see &lt;a href="http://translate.google.com/translate?hl=en&amp;amp;sl=pt&amp;amp;u=http://coregamer.web.simplesnet.pt/viennotpt.html&amp;amp;ei=pxDTSoPSIoHJ_gb3oeHZAg&amp;amp;sa=X&amp;amp;oi=translate&amp;amp;resnum=1&amp;amp;ct=result&amp;amp;ved=0CA8Q7gEwAA&amp;amp;prev=/search%3Fq%3Dhttp://coregamer.web.simplesnet.pt/viennotpt.html%26hl%253"&gt;profile and interview&lt;/a&gt; by CoreGamers on February 2007).&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family: georgia;"&gt;An authority among France's most prodigious adepts of digital arts, Viennot is also very keen on videogame culture. Surprisingly, as explained in the introduction to this first part of the entire dialogue, the interview resulted from Jordan Mechner's initial request for help in establishing contact with Chahi. Seizing this exceptional opportunity in the role of an intermediate, Eric Viennot has drafted a number of stimulating enquiries regarding each of the interviewees’ perspectives and motivations through the course of their careers. Apart from providing a definite confirmation that Eric Chahi is involved in the creation of a new project, this &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://ericviennot.blogs.liberation.fr/ericviennot/2009/10/chahimechner-linterview-des-l%C3%A9gendes-1.html"&gt;interview&lt;/a&gt;&lt;span style="font-family: georgia;"&gt; is unquestionably one of the most important documents related to this peculiar chapter of videogame history.&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-3035223780717874962?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/3035223780717874962/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=3035223780717874962' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3035223780717874962'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3035223780717874962'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/10/leaps-of-faith-eric-viennot-interview.html' title='Leaps of Faith - Eric Viennot interview with Jordan Mechner and Eric Chahi'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/StL7gbr-sTI/AAAAAAAABRE/JMYN3DzOcek/s72-c/leap.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-84212388445836580</id><published>2009-09-30T12:44:00.014+01:00</published><updated>2010-01-18T10:35:55.391Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Pix&apos;n Love'/><category scheme='http://www.blogger.com/atom/ns#' term='Game and Watch'/><category scheme='http://www.blogger.com/atom/ns#' term='Nintendo'/><category scheme='http://www.blogger.com/atom/ns#' term='History'/><title type='text'>L'Histoire de Nintendo #2 - The birth of Yokoi's Micro Game legacy</title><content type='html'>&lt;br&gt;&lt;div style="text-align: center; font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SsNGWZRyEqI/AAAAAAAABOc/-l1llhV25xM/s1600-h/hist.jpg"&gt;&lt;img style="cursor: pointer; width: 299px; height: 400px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SsNGWZRyEqI/AAAAAAAABOc/-l1llhV25xM/s400/hist.jpg" alt="" id="BLOGGER_PHOTO_ID_5387226929821782690" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;p style="font-family: georgia;font-family:georgia;" class="MsoNormal" &gt;&lt;span lang="EN-US"&gt;&lt;a href="http://editionspixnlove.fr/"&gt;Pix'N Love Editions&lt;/a&gt; is a French publisher specialized in creating and editing videogame books. Among dozens of issued works, concerning different companies and systems, &lt;i&gt;L'Histoire de Nintendo&lt;/i&gt; is without a doubt their largest and most admirable endeavor. The two existing volumes of the series consist of the unmistakable result of a thorough and obsessive investigation, possible only on account of a great investment, as well as the unofficial participation of Nintendo personalities, interviewed during the course of the project. Whereas the first tome provided an absorbing account of the earliest roots of the Kyoto based company, #2, as hinted by its title &lt;i&gt;1980-1991 L'étonannte invention: les Game &amp;amp; Watch&lt;/i&gt;, explores the rise and expansion of Nintendo's first handheld system, envisioned by the late Gunpei Yokoi.&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;" class="MsoNormal" &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SsNGWo65SMI/AAAAAAAABOk/jYbLLCWXZKg/s1600-h/hist2.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SsNGWo65SMI/AAAAAAAABOk/jYbLLCWXZKg/s400/hist2.jpg" alt="" id="BLOGGER_PHOTO_ID_5387226934020753602" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal" face="georgia"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SsNkwnT5BKI/AAAAAAAABOs/uRGlNwAUYrY/s1600-h/hist3.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SsNkwnT5BKI/AAAAAAAABOs/uRGlNwAUYrY/s400/hist3.jpg" alt="" id="BLOGGER_PHOTO_ID_5387260365614154914" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal" face="georgia"&gt;&lt;span lang="EN-US"&gt; Codenamed &lt;i&gt;Micro Game&lt;/i&gt; during its prototype phase, the Game &amp;amp; Watch system used a technology similar to that of &lt;i&gt;dentaku&lt;/i&gt; (Japanese pocket calculators). Unlike its best-selling successor, the Game Boy, the G&amp;amp;W did not work with interchangeable cartridges and so the creation of each new game resulted in 59 unique systems released within a period of almost ten years. The Japanese phenomenon was later brought to different countries around the world, waging a battle against the predictable appearance of numerous replicas and clones – surprisingly featured in the book - that sought to cash in the portable LCD game vogue. In spite of the earlier efforts led by North-American companies such as Atari and Milton Bradley in the foundation of a handheld console market, it was Nintendo’s name that would become the universal epitome of portable gaming, a tradition that endured until this day.&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal" face="georgia"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SsNk4Pyn92I/AAAAAAAABO8/ujj0r9yD6do/s1600-h/hist4.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SsNk4Pyn92I/AAAAAAAABO8/ujj0r9yD6do/s400/hist4.jpg" alt="" id="BLOGGER_PHOTO_ID_5387260496739563362" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="font-family: georgia;"&gt;&lt;span lang="EN-US"&gt;With this second volume, author Fiorent Gorges and his aid in Japanese territories, Isao Yamazaki, have composed an overwhelming and wide-ranging document: not the smallest detail was  disregarded in this compilation, including Yokoi's first experiments, unseen sketches of early models, detailed information of every Game &amp;amp; Watch series, advertising materials, official variations, byproducts and recent re-releases. Each of the 194 pages, printed in full color and extensively illustrated with the highest quality, is a heart-felt homage to one of the supreme geniuses of the industry whose tragic death resulted in the premature conclusion of a notable career. Written in an objective and passionate style, the latest volume of this succession is, to the lack of a better expression, the ultimate resource on the history of Nintendo and a paradigm of videogame publications.&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left; font-family: georgia;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: italic;"&gt;More information on how to purchase this book can be found at the &lt;/span&gt;&lt;a style="font-style: italic;" href="http://editionspixnlove.fr/collectiondetail.php?ID=16"&gt;official website&lt;/a&gt;&lt;span style="font-style: italic;"&gt;. For non-French users, please consult this &lt;/span&gt;&lt;a style="font-style: italic;" href="http://www.youtube.com/watch?v=aaUyNNfOsrE"&gt;brief tutorial&lt;/a&gt;&lt;span style="font-style: italic;"&gt; on how to order.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-84212388445836580?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/84212388445836580/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=84212388445836580' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/84212388445836580'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/84212388445836580'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/09/lhistoire-de-nintendo-2-birth-of-yokois.html' title='L&apos;Histoire de Nintendo #2 - The birth of Yokoi&apos;s &lt;i&gt;Micro Game&lt;/i&gt; legacy'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SsNGWZRyEqI/AAAAAAAABOc/-l1llhV25xM/s72-c/hist.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-1717725266859409712</id><published>2009-09-28T20:04:00.014+01:00</published><updated>2009-09-29T10:37:47.213+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fatale'/><category scheme='http://www.blogger.com/atom/ns#' term='Tale of Tales'/><title type='text'>It is a riddle, wrapped in a mystery, inside an enigma.</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2443/3963397162_98658302b0_o.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 260px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SsETS1OdhZI/AAAAAAAABNU/URHzzxMsixM/s400/fat.jpg" alt="" id="BLOGGER_PHOTO_ID_5386607843558131090" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;One week away from its release, FATALE remains a great mystery. While briefly described by its creators as an &lt;span style="font-style: italic;"&gt;interactive vignette&lt;/span&gt;, no detailed information concerning its interactive system, scheme or genre was provided yet. Presented as a project of a similar scale to their previous avant-garde 2008 work, THE GRAVEYARD, FATALE has already summoned the attention of many a videogame enthusiast after Tale of Tales announced the official participation of Takayoshi Sato, of SILENT HILL fame, in the role of Character Designer.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;object style="font-family: georgia;" height="300" width="400"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6795995&amp;amp;server=vimeo.com&amp;amp;show_title=0&amp;amp;show_byline=0&amp;amp;show_portrait=0&amp;amp;color=&amp;amp;fullscreen=1"&gt;&lt;embed src="http://vimeo.com/moogaloop.swf?clip_id=6795995&amp;amp;server=vimeo.com&amp;amp;show_title=0&amp;amp;show_byline=0&amp;amp;show_portrait=0&amp;amp;color=&amp;amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="300" width="400"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;p style="font-family: georgia;"&gt;All efforts have been made so far in order to conceal vital information regarding this upcoming title: the release of an audio trailer today is a clear statement that Tale of Tales wishes to preserve such secrecy until the fifth of October. As a follower of the official blog and an avid reader of all posts, it seems rather suitable that the promotion is being handled in this particularly awkward fashion, given the game designer's interest of late for sound novels and other alternative game designs. Already it is possible to verify the quality of the exotic soundtrack, aptly created by Gerry de Mol, of the vibrant sound effects, designed by Kris Force, as well as the sensuous voice acting and unique musical talent of Jarboe.&lt;br /&gt;&lt;/p&gt;&lt;span style="font-family:georgia;"&gt;Based on&lt;span style="font-style: italic;"&gt; Salome&lt;/span&gt;&lt;span&gt;, the 1891 Oscar Wilde play &lt;/span&gt;depicting the events that lead to the beheading of John the Baptist at the request of the dancing temptress, FATALE should be regarded as one of most important &lt;span style="font-style: italic;"&gt;indie&lt;/span&gt; events of this year for several plausible reasons: not only it is the first work after the release of the sensational THE PATH, selected as finalist in different game award festivals, as it is a rare gathering of specialists in different areas of digital content production. What is more, the selection of such an erudite theme - a direct consequence of Auriea Harvey and Michaël Samyn's desire to explore mature contents in the field of digital games - altogether with the exquisite artistic skills shown in the past by the studio, will surely to bring about a controversial and equally memorable experience.&lt;br /&gt;&lt;br /&gt;More information can be found at the &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.tale-of-tales.com/"&gt;official site&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-1717725266859409712?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/1717725266859409712/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=1717725266859409712' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/1717725266859409712'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/1717725266859409712'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/09/it-is-riddle-wrapped-in-mystery-inside.html' title='&lt;i&gt;It is a riddle, wrapped in a mystery, inside an enigma.&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/SsETS1OdhZI/AAAAAAAABNU/URHzzxMsixM/s72-c/fat.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-1351714906325483790</id><published>2009-09-18T12:47:00.015+01:00</published><updated>2009-09-18T14:16:00.493+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Preview'/><category scheme='http://www.blogger.com/atom/ns#' term='Machinarium'/><category scheme='http://www.blogger.com/atom/ns#' term='adventure classic gaming'/><title type='text'>Machinarium sneak preview @ ACG</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SrOCST812AI/AAAAAAAABL0/y5WrSYeZjqQ/s1600-h/machimachine.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 226px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SrOCST812AI/AAAAAAAABL0/y5WrSYeZjqQ/s400/machimachine.jpg" alt="" id="BLOGGER_PHOTO_ID_5382789230742591490" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(51, 51, 51); font-family: georgia;font-family:georgia;" &gt;Quite the masterpiece. As MACHINARIUM is nearing its completion, I've written a &lt;a href="http://www.adventureclassicgaming.com/index.php/site/previews/529/"&gt;thorough preview article&lt;/a&gt; for Adventure Classic Gaming based on my personal experience with two different builds of the game. This should come as no surprise to anyone who is familiar with SAMOROST: Amanita Design, an exceptionally talented ensemble, has managed to create one of the single best adventure titles of all time in what is their first attempt at a full-sized production.&lt;br /&gt;&lt;br /&gt;The regal aesthetic sensbility and exquisite visual design, undeniably&lt;/span&gt;&lt;span style="color: rgb(51, 51, 51); font-family: georgia;font-family:georgia;" &gt;  &lt;/span&gt;&lt;span style="color: rgb(51, 51, 51); font-family: georgia;font-family:georgia;" &gt; one of the Czech studio's staples, are merely the first of many accomplishments: its storytelling methods confront years of adventure game design canons; Thomas Dvořák, making justice to his own name, has composed a transcending, expressive and highly atmospheric soundtrack that succeeds in intensifying the unique experience; additionally, there is something of an unprecedented poetic beauty to the very act of puzzle solving.&lt;/span&gt;&lt;br /&gt;&lt;p  style="color: rgb(51, 51, 51); font-family: georgia;font-family:georgia;" class="MsoNormal"&gt;&lt;span lang="EN-US"&gt; Contrasting with the tedious and mind-numbing spiral of reiteration and recycling that defines the recent history of the adventure genre, Amanita Design led the project with unusual creative vigor and maturity. By carefully managing its own references and inspirations, MACHINARIUM achieves a rare state of equilibrium between an alternative legacy of videogames, eastern European animation, science fiction literature, silent cinema and twentieth century plastic art. All this will become available for &lt;a href="http://www.machinarium.com/"&gt;download&lt;/a&gt; somewhere in the fall of this year.&lt;/span&gt;&lt;/p&gt;&lt;p  style="color: rgb(51, 51, 51); font-family: georgia;font-family:georgia;" class="MsoNormal"&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;Also be sure to take a look at the exclusive &lt;/span&gt;&lt;a href="http://pixelsatanexhibition.blogspot.com/2009/09/automated-dystopia.html"&gt;sketches and artworks gallery&lt;/a&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;, authored by Jakub Dvorsky and Adolf Lachman, that I published in the parent blog &lt;/span&gt;&lt;a href="http://pixelsatanexhibition.blogspot.com/"&gt;Pixels at an Exhibition&lt;/a&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;.&lt;/span&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-1351714906325483790?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/1351714906325483790/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=1351714906325483790' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/1351714906325483790'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/1351714906325483790'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/09/machinarium-acg.html' title='Machinarium sneak preview @ ACG'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/SrOCST812AI/AAAAAAAABL0/y5WrSYeZjqQ/s72-c/machimachine.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-8808223250338688661</id><published>2009-09-17T19:33:00.014+01:00</published><updated>2009-09-17T22:00:13.785+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='PSN'/><title type='text'>Trip like I do</title><content type='html'>&lt;br&gt;&lt;object height="319" width="400"&gt;&lt;param name="movie" value="http://www.youtube.com/v/BX-q-GUUAbo&amp;amp;hl=pt-br&amp;amp;fs=1&amp;amp;"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/BX-q-GUUAbo&amp;amp;hl=pt-br&amp;amp;fs=1&amp;amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="319" width="400"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;span style="" lang="EN-US"&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;DETUNED was released just moments ago in the PlayStation Store. Sold for a symbolic price, this is the best and only existing alternative to Q-Games' GAIA in the category of dynamic music visualizers. The main difference resides in the larger amount of interactive features, namely a series of modifications that can be made to the on-screen elements in real time.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="" lang="EN-US"&gt;Developed by &lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;a href="http://www.theprodukkt.com/theprodukkt"&gt;&lt;span style=""&gt;.theprodukkt&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="" lang="EN-US"&gt;, a team related to the demoscene community, DETUNED's magnificent visual presentation is located halfway between a psychedelic delirium and an Aphex Twin videoclip. This small application, following Plastic's LINGER IN SHADOWS, may very well bring new impetus to the creation of similar demos depending on its reception: if nothing else, it has already brought me new and uncanny reasons for listening to music on the PS3.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-8808223250338688661?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/8808223250338688661/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=8808223250338688661' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/8808223250338688661'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/8808223250338688661'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/09/trip-like-i-do.html' title='Trip like I do'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-5203145286017433892</id><published>2009-09-04T10:58:00.005+01:00</published><updated>2009-09-04T11:09:17.654+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Toshio Iwai'/><category scheme='http://www.blogger.com/atom/ns#' term='Otocky'/><title type='text'>Otocky @ HG101</title><content type='html'>&lt;br&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SqDlEo2GtFI/AAAAAAAABHc/FICEQZ-PfkI/s1600-h/OTOCKYCOVER.jpg"&gt;&lt;img style="cursor: pointer; width: 350px; height: 400px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SqDlEo2GtFI/AAAAAAAABHc/FICEQZ-PfkI/s400/OTOCKYCOVER.jpg" alt="" id="BLOGGER_PHOTO_ID_5377549822926959698" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-style: italic;font-family:georgia;" &gt;Motivated by the impressive technology of the Disk System, young multimedia artist and visionary Toshio Iwai, later responsible for SimTunes and Electroplankton, was the first to envision a dynamic and reactive use of music as the central element of a genuine videogame. His project, designed along with SEDIC and published by ASCII Corporation, was given a strange albeit contagious presentation for that which is easily one of the most singular and innovative games of all time. Named after its congenial robot protagonist, this stroke of genius came to be known as Otocky. &lt;/span&gt;&lt;span style="font-family:georgia;"&gt;(&lt;/span&gt;&lt;a style="font-family: georgia;" href="http://hardcoregaming101.net/otocky/otocky.htm"&gt;read full article&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;)&lt;br /&gt;&lt;/span&gt;&lt;p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-5203145286017433892?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/5203145286017433892/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=5203145286017433892' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5203145286017433892'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5203145286017433892'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/09/otocky-hg101.html' title='Otocky @ HG101'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_S_6uuGL9Sg4/SqDlEo2GtFI/AAAAAAAABHc/FICEQZ-PfkI/s72-c/OTOCKYCOVER.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-6023195755272508062</id><published>2009-09-03T00:03:00.008+01:00</published><updated>2009-09-03T00:48:06.291+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Playstation'/><category scheme='http://www.blogger.com/atom/ns#' term='TV'/><title type='text'>Keeping it unreal</title><content type='html'>&lt;object height="344" width="399"&gt;&lt;param name="movie" value="http://www.youtube.com/v/mqNpm86_y7Y&amp;amp;hl=pt-br&amp;amp;fs=1&amp;amp;"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/mqNpm86_y7Y&amp;amp;hl=pt-br&amp;amp;fs=1&amp;amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="344" width="399"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;span lang="EN-US"&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;Fila C has &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://translate.google.com/translate?hl=en&amp;amp;sl=pt&amp;amp;u=http://filac.blogspot.com/&amp;amp;ei=hvmeSqTnNp3GnAP74oi-Ag&amp;amp;sa=X&amp;amp;oi=translate&amp;amp;resnum=1&amp;amp;ct=result&amp;amp;prev=/search%3Fq%3Dfilac.blogspot.com%26hl%3Den%26client%3Dfirefox-a%26rls%3Dorg.mozilla:pt-PT:official%26hs%3D5Gz%26sa%3DX"&gt;posted the full series&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; of the branded PlayStation 2 TV commercials directed by David Lynch, one of the most daring publicity initiatives of recent videogame history - well within the same line as Cunningham's ads for the original PlayStation. Seeing it in perspective does make one wonder about the exact circumstances in which one of the most influential film directors of our time got involved in a project of this nature: financial reasons have undoubtedly played a vital role, notwithstanding.&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;p  class="MsoNormal" style="font-family:georgia;"&gt;&lt;span lang="EN-US"&gt;Altogether, these short clips provide a very definite notion of the mature audience that the Japanese company so wanted to captivate, in a rather refreshing deviation from the recurrent puerile advertising campaigns proposed by other companies in the same branch. As works of surreal marketing that originate from the depths of Lynch’s twisted sense of imagination, their viewing (or reviewing) is by all means indispensable.&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-6023195755272508062?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/6023195755272508062/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=6023195755272508062' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/6023195755272508062'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/6023195755272508062'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/09/keeping-it-unreal.html' title='Keeping it unreal'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-9050250125730744613</id><published>2009-08-28T13:55:00.011+01:00</published><updated>2009-08-30T15:34:10.260+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Links'/><category scheme='http://www.blogger.com/atom/ns#' term='Blog'/><title type='text'>FYI - CoreGamers Blog Structure</title><content type='html'>&lt;br&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SpfU8MMdKWI/AAAAAAAABHE/ZqMtHAAhXj8/s1600-h/stuct.jpg"&gt;&lt;img style="cursor: pointer; width: 394px; height: 308px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SpfU8MMdKWI/AAAAAAAABHE/ZqMtHAAhXj8/s400/stuct.jpg" alt="" id="BLOGGER_PHOTO_ID_5374998810820684130" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;While I agree it could have been possible to cram all my work into one single space, I enjoy having several blogs as each one of them provides me a new impetus to keep on writing and creating these contents. Each one expresses a different part of my videogame researcher persona, possibly the reason why I ended up creating different pages where to accomodate my thoughts. In case you take any pleasure from reading my texts, please bear in mind that there is always something new and hopefully of interest in the other blogs, placed at the mere distance of a click. Thank you all for visiting.&lt;/span&gt;&lt;br /&gt;&lt;p&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-9050250125730744613?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/9050250125730744613/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=9050250125730744613' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/9050250125730744613'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/9050250125730744613'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/08/fyi-coregamers-blog-structure.html' title='FYI - CoreGamers Blog Structure'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_S_6uuGL9Sg4/SpfU8MMdKWI/AAAAAAAABHE/ZqMtHAAhXj8/s72-c/stuct.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-190145307263251200</id><published>2009-08-27T11:34:00.011+01:00</published><updated>2009-08-27T14:23:26.222+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Translation'/><title type='text'>Chronicles of a cosmophobic sleuth</title><content type='html'>&lt;span class="style3"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SpZdDyeEqHI/AAAAAAAABGc/6ytSy-IEmnk/s1600-h/nauts1.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 299px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SpZdDyeEqHI/AAAAAAAABGc/6ytSy-IEmnk/s400/nauts1.jpg" alt="" id="BLOGGER_PHOTO_ID_5374585524982163570" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;p style="font-family: georgia;" class="MsoNormal style1"&gt;&lt;span style="" lang="EN-US"&gt;It's been 15 years - yes, that long. In my case 13 full years. It has been that long, in fact, little more than a decade since I first read about POLICENAUTS on JapanMania, namely the 1996 re-release of the game for the Playstation and Saturn consoles, an improved version of an already redesigned port from the old PC-9821 to the CD-Rom age and the impressive hardware of 3D0. And yet the first glance at that newly translated start menu - whose theme will sound vaguely intriguing, at least, for those more familiar with the original METAL GEAR SOLID - was enough to make me feel like I finally had gotten there: now I can once and for all put away the Japanese dictionary, close the Kanji translating applications because of Marc Laidlaw and Artemio Urbina, to whom I shall be eternally grateful.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal style1"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SpZdEVYBhTI/AAAAAAAABGk/0CLhI4B1aC8/s1600-h/nauts2.jpg"&gt;&lt;img style="cursor: pointer; width: 397px; height: 298px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SpZdEVYBhTI/AAAAAAAABGk/0CLhI4B1aC8/s400/nauts2.jpg" alt="" id="BLOGGER_PHOTO_ID_5374585534352033074" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal style1"&gt;&lt;span style="" lang="EN-US"&gt;And what is the appeal of a game such as POLICENAUTS in mid-2009? Upon hearing about the newly released &lt;a href="http://policenauts.net/english/"&gt;English translation patch&lt;/a&gt; for the Playstation version I feared that the appeal of the age-old game had somehow worn-off, vanished as did the interest for so many games wane with the passage of time. Yet not for POLICENAUTS. A few minutes in that redolent, messy dim-lit office were more than sufficient to remind me of how pleasurable this unique adventure classic was and still is. Without any control over my emotions I found myself invaded with strong returning memories of anime-style cyber city landscapes and rare depictions of Kindred Dick &lt;i&gt;noire &lt;/i&gt;futures - truly rejoicing for having lived this long to see &lt;i style=""&gt;the day when they translated Policenauts&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal style1"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SpZdEnXcXAI/AAAAAAAABGs/NDL5cfSfJ38/s1600-h/nauts3.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 299px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SpZdEnXcXAI/AAAAAAAABGs/NDL5cfSfJ38/s400/nauts3.jpg" alt="" id="BLOGGER_PHOTO_ID_5374585539181435906" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal style1"&gt;&lt;span style="" lang="EN-US"&gt;There is also a strange appeal to this particular translation, emanating from its will to single-handedly reunite East with West.  Having learned a little more about Kojima's unique mindset in the meantime, it seems rather natural to me, if not relieving, that such conversion appears after so many announces and failed attempts. His games, for reasons that may defy rational explanation, have always seemed to belong to the universe of that particular dialect: contrary to what can be verified in so many other distinguished titles from Japan, they conform and excel in it.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal style1"&gt;&lt;span style="" lang="EN-US"&gt;Additionally, I've come to believe that Kojima stands quite possibly as the one Japanese game author whose close references to the Hollywood imaginary of action and science fiction films seem to require the employment of English names and terms beyond the already frequent Japanese neologisms. And how beautifully captured is this lone gumshoe’s soliloquy, blended imperceptibly into the game with such an allusive roman alphabetic font type. At last - officially or not, the devil may care -, POLICENAUTS was &lt;i style=""&gt;released&lt;/i&gt; on this our side of the world.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal style1"&gt;&lt;i style="font-family: georgia;"&gt;&lt;span style="" lang="EN-US"&gt;Mr. Ingram, Mr. Brown: we’ve been expecting you.&lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-US"&gt;&lt;br /&gt;&lt;o:p style="font-family: georgia;"&gt;&lt;/o:p&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-190145307263251200?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/190145307263251200/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=190145307263251200' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/190145307263251200'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/190145307263251200'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/08/chronicles-of-cosmophobic-sleuth.html' title='Chronicles of a cosmophobic sleuth'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/SpZdDyeEqHI/AAAAAAAABGc/6ytSy-IEmnk/s72-c/nauts1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-7692923735493321820</id><published>2009-08-19T13:32:00.027+01:00</published><updated>2009-08-19T17:00:15.047+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Documentary'/><category scheme='http://www.blogger.com/atom/ns#' term='Retro'/><category scheme='http://www.blogger.com/atom/ns#' term='Game Diggin'/><category scheme='http://www.blogger.com/atom/ns#' term='PSN'/><title type='text'>PlayStation Store Presents: Game Diggin'</title><content type='html'>&lt;object height="300" width="400"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6172423&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=00adef&amp;amp;fullscreen=1"&gt;&lt;embed src="http://vimeo.com/moogaloop.swf?clip_id=6172423&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=00adef&amp;amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="300" width="400"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;p  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;Game Diggin is a new Playstation Network video feature that is freely downloadable from the Japanese Playstation Store, apparently in an effort to generate more interest for the Playstation classics, as well as to boost up the sales of that catalogue. The hilarious show is hosted by none other than Teppei, a famous personality in Japan, along with the director of Famitsu PS3+PSP, Araji Yatsuka. In every show, a new guest is invited to demonstrate or simply play the selected game. In this first episode the show revisits, with the help of a gamer under the nickname &lt;/span&gt;&lt;i style="font-family: georgia;"&gt;Bunbunmaru&lt;/i&gt;&lt;span style="font-family:georgia;"&gt;, the first episode of the legendary AZITO series: a highly popular strategy game designed by Astec 21 and published by Hamster (before the sequels were given out by Banpresto). The game consists of an underground terrain where the player must create a solid shelter in order to protect people from the attacks of the vicious demons - given the programme's title, no other game could have been a better choice for its dazzling premiere.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="line-height: 115%;font-size:100%;" lang="EN-US" &gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;Due to the great popularity of the re-release of FINAL FANTASY VII, Teppei and Araji, along with Eri Kawai, revisit the first moments of the game and discuss why Cloud was considered the top character of this Squaresoft mega-hit, according to a fondly-remembered Famitsu article from the time. Araji also mentions the Phantom Train from FINAL FANTASY VI as a possible inspiration for the use of trains in the seventh episode. Apart from this section, certainly inspired by another very famous videogame-related TV show, there is a weekly top 5 of the best sold and most popular PSX downloads on the store.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="border-collapse: separate; color: rgb(0, 0, 0); font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;font-family:'Times New Roman';font-size:16;"  &gt;&lt;span class="Apple-style-span" style="color: rgb(100, 95, 94);font-family:verdana;font-size:10;"  &gt;&lt;object height="300" width="400"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6172459&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=59a5d1&amp;amp;fullscreen=1"&gt;&lt;embed src="http://vimeo.com/moogaloop.swf?clip_id=6172459&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=59a5d1&amp;amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="300" width="400"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;p style="font-family: georgia;"&gt;The second part of the first episode follows exactly the same approach. The well-known Taito shooter RAYSTORM is played in the company of guest Saji Kikuo in a two player match. The highlight of this episode (and of the whole show so far, in my opinion) was the choice of TAIL OF THE SUN for the next section, to which the author of the game Kazutoshi Iida was invited. Showing some of the game's most amazing and hidden features, Iida, whom I mentioned recently in an &lt;a href="http://easternmind.tumblr.com/post/161221633/crimeandpunishment"&gt;EasternMind article&lt;/a&gt; about his upcoming WiiWare game, provides a few minutes of sheer laughter in his own unique style.&lt;br /&gt;&lt;/p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="line-height: 115%;font-family:georgia;font-size:100%;"  lang="EN-US" &gt;&lt;span style="font-family:georgia;"&gt;A new episode has already been released, highlighting titles such as build your own arcade strategy game &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.viddler.com/explore/PSPteam/videos/331/"&gt;DEKIRU! GAME CENTER&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;, the branded &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.viddler.com/explore/PSPteam/videos/332/"&gt;FIRE PRO WRESTLING&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;, the single Playstation episode of the famous fishing RPG&lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.viddler.com/explore/PSPteam/videos/333/"&gt; KAWA NO NUSHI TSURI&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; series (RIVER KING) and finally, coinciding with the first four PC Engine re-releases on the PS3, Hudson's hit platformer &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.viddler.com/explore/PSPteam/videos/334/"&gt;ADVENTURE ISLAND&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; (video uploads via PSPTeam on Viddler).&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-7692923735493321820?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/7692923735493321820/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=7692923735493321820' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7692923735493321820'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7692923735493321820'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/08/psn-presents-game-diggin.html' title='PlayStation Store Presents: &lt;i&gt;Game Diggin&apos;&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-4915825293598678355</id><published>2009-08-14T13:00:00.027+01:00</published><updated>2009-08-23T22:31:12.168+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Interview'/><category scheme='http://www.blogger.com/atom/ns#' term='Michel Gagné'/><category scheme='http://www.blogger.com/atom/ns#' term='Insanely Twisted Shadow Planet'/><title type='text'>Insanely Twisted Shadow Planet - Interview with Joseph Olson (Fuelcell Games) and Michel Gagné</title><content type='html'>&lt;p style="font-family: trebuchet ms;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SoVF1lyKLXI/AAAAAAAABFk/lJVrfRUzM-g/s1600-h/itsp1.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SoVF1lyKLXI/AAAAAAAABFk/lJVrfRUzM-g/s400/itsp1.jpg" alt="" id="BLOGGER_PHOTO_ID_5369774917687061874" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;  &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;INSANELY TWISTED SHADOW PLANET is an independent &lt;a href="http://www.fuelcellgames.com/"&gt;Fuelcell Games&lt;/a&gt; project being produced with the collaboration of the renowned cartoonist and animator &lt;a href="http://www.gagneint.com/index.html"&gt;Michel Gagné&lt;/a&gt;. In spite of his previous work in the field, this is the first venture where the Canadian artist is actively participating in the process of game design. The Seattle based studio is working on a very peculiar adaptation his series of interstitials entitled &lt;em&gt;&lt;span style=""&gt;&lt;a href="http://www.gagneint.com/Final%20site/insanelytwisted.com/main.htm"&gt;Insanely Twisted Shadow Puppets&lt;/a&gt;&lt;/span&gt;&lt;/em&gt;, consisting of brief, dark-humored segments of high-quality digital animation.&lt;/span&gt;&lt;span style="" lang="EN-US"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;ITSP presents an incredibly smooth vector graphics environment - as seen in the recent &lt;a href="http://www.youtube.com/watch?v=975Zw8BJ3Vg"&gt;HD trailer&lt;/a&gt; - where the player controls a vintage 1950’s flying saucer in the battle against an oppressive force of bizarre creatures inhabiting the obscure planet. Both Michel Gagné and Joe Olson, from Fuelcell studios, were kind enough to answer some of my questions for a brief interview regarding the production of this highly original reinvention of the old &lt;i style=""&gt;shoot'em up&lt;/i&gt; game genre.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SoVF2y7JWAI/AAAAAAAABF8/XVdob-7FplU/s1600-h/itsp4.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SoVF2y7JWAI/AAAAAAAABF8/XVdob-7FplU/s400/itsp4.jpg" alt="" id="BLOGGER_PHOTO_ID_5369774938394286082" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(51, 102, 255);"&gt;CoreGaming&lt;/span&gt; |&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt; Mr. Gagné, given your wide experience in the fields of cartoons, comics, concept art, animation, cinema and television, it was rather surprising to learn that you had never participated directly in the creation of a videogame: how did the idea to adapt one of your animated features to this new format originate?&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(0, 102, 0);"&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;Michel GAGNÉ&lt;/span&gt; &lt;/span&gt;|&lt;/span&gt; About three years ago, I met Joe Olson at an FX workshop I was giving in Seattle. Shortly after, Joe emailed me and said that he’d love to do a videogame project with me. We met for lunch and started brainstorming about some ideas. I told him I had virtually no experience working in games, and to my surprise, he replied that it was a good thing. His thought was that the game industry was in need of fresh ideas and an industry outsider who has a strong artistic style could bring something unique to the table. I didn’t know much about the game process so it became a new challenge that I embraced with great enthusiasm.&lt;/span&gt;&lt;span style="font-size:100%;"&gt; &lt;/span&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;&lt;br /&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;br /&gt;Joe mentioned to me that we should do a game based on the design of a series of interstitials called &lt;span style=""&gt;Insanely Twisted Shadow Puppets&lt;/span&gt; I created in 2005. That was the starting point.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" align="center"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SoVF1OSvDBI/AAAAAAAABFc/WLvzmel3Hn0/s1600-h/itsp0.jpg"&gt;&lt;img style="cursor: pointer; width: 350px; height: 263px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SoVF1OSvDBI/AAAAAAAABFc/WLvzmel3Hn0/s400/itsp0.jpg" alt="" id="BLOGGER_PHOTO_ID_5369774911381244946" border="0" /&gt;&lt;span style="font-size:78%;"&gt;&lt;br /&gt;&lt;/span&gt;  &lt;/a&gt;&lt;span style="text-align: center;font-size:78%;" &gt;&lt;span lang="EN-US"&gt;Joseph Olson at the  Fuelcell studio space.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;span class="style1" lang="EN-US"  style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(51, 102, 255);"&gt;CoreGaming&lt;/span&gt; |&lt;/span&gt;&lt;/span&gt;&lt;span class="style1"&gt; Judging by the video presentations, ITSP seems to be a very ambitious project. Could you tell me more about the production team and the sort of technologies you're currently using?&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;span class="style1" lang="EN-US"  style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(153, 0, 0);"&gt;Joseph OLSON&lt;/span&gt; |&lt;/span&gt;&lt;/span&gt;&lt;span class="style1" lang="EN-US"  style="font-size:100%;"&gt; We started with Torque Game Builder, mainly because it was geared towards 2D game creation, allowed us to mix 3D assets in with the 2D in a convincing way, and most importantly it is fairly cheap for a source code license.  Over the course of preproduction we’ve made various improvements and alterations in order to increase productivity and get the desired results.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;a style="font-family: trebuchet ms;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SoVF2PRF54I/AAAAAAAABF0/3iJfSquXUSI/s1600-h/itsp3.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SoVF2PRF54I/AAAAAAAABF0/3iJfSquXUSI/s400/itsp3.jpg" alt="" id="BLOGGER_PHOTO_ID_5369774928822658946" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal; font-family: trebuchet ms;font-family:trebuchet ms;"&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;The team here at Fuelcell is comprised of a handful of industry veterans - myself being in the industry for about 12 years now.  Basically a bunch of guys in the Seattle area I've worked with over the years, as well as some newer folks brought in especially for this project. A good portion of us come from the special FX side of things, which is why creating a game with Michel made so much sense.  Like most small independent studios these days we have taken on a lot of contract work for other games to keep the money flowing and the team together.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal; font-family: trebuchet ms;font-family: trebuchet ms;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SoVF1_SaHmI/AAAAAAAABFs/db2C12ijqEg/s1600-h/itsp2.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SoVF1_SaHmI/AAAAAAAABFs/db2C12ijqEg/s400/itsp2.jpg" alt="" id="BLOGGER_PHOTO_ID_5369774924533210722" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" face="trebuchet ms" style="margin-bottom: 0.0001pt; line-height: normal; font-family: trebuchet ms;"&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(51, 102, 255);"&gt;CoreGaming&lt;/span&gt; |&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt; I've read that the game is planned for release in multiple platforms: how is it like negotiating the game with different manufacturers? &lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="margin-bottom: 0.0001pt; line-height: normal; font-family: trebuchet ms;"&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(153, 0, 0);"&gt;Joseph OLSON&lt;/span&gt; |&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt; As we're still in negotiations, it's tough to answer this question.  We're talking with a lot of different publishers right now and they all have slightly different visions for which platforms our game would appear on.  We do wish to put this on as many platforms as makes sense, with the HD platforms (360 and PS3) being the main focus.&lt;/span&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p class="MsoNormal" style="margin-bottom: 0.0001pt; line-height: normal; font-family: trebuchet ms;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SoVHH5CxtEI/AAAAAAAABGM/HfmPytc6DrI/s1600-h/itsp6.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SoVHH5CxtEI/AAAAAAAABGM/HfmPytc6DrI/s400/itsp6.jpg" alt="" id="BLOGGER_PHOTO_ID_5369776331606307906" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(51, 102, 255);"&gt;CoreGaming&lt;/span&gt; |&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt; Independent games abound at present. Everyday we witness the release of yet another independent title: some of them based on uprecedented concepts, whereas others are essentially modern-day homages to classic videogame titles. What do you think are the most innovative and interesting features in ITSP and to what audience are you aiming at?&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(153, 0, 0);"&gt;Joseph OLSON&lt;/span&gt; |&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt; &lt;/span&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;While the biggest feature is obviously Michel’s style and fluid feature quality animation at HD resolution, we’re very excited about our zoom technology, which allows us to zoom in or out in a given environment while keeping the resolution sharp.  We first used it in our splash screen menu but have since started experimenting with using it in gameplay.  One example I can give at this time is a viral attack game.  Your UFO is attacked by a cloud of viral entities, at which point the camera zooms incredibly far in on the surface of your hull, where you then take control of a white blood cell type craft and have to frantically sweep up the virals before they infect your UFO.  The transitions to and from this nano game and realtime are really quite impressive.&lt;/span&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;We're lucky to have a wide ranging audience for this game.  Michel's stark art style appeals across age groups, casual and core gamers, as well as internationally.  It's not often a western artist is so well received in the east, so we're fortunate in that respect.  The development team grew up playing classic arcade and console games, so the gameplay is heavily influenced by games like MEGA MAN, R-TYPE, and the like.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;font-family: trebuchet ms;" class="MsoNormal" &gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SoVIfZKvSiI/AAAAAAAABGU/wfldyoF_0uc/s1600-h/itsp5.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SoVIfZKvSiI/AAAAAAAABGU/wfldyoF_0uc/s400/itsp5.jpg" alt="" id="BLOGGER_PHOTO_ID_5369777834878257698" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;font-family: trebuchet ms;" class="MsoNormal" &gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(51, 102, 255);"&gt;CoreGaming&lt;/span&gt; |&lt;/span&gt; Is there a release date in your mind at the moment? &lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family: trebuchet ms;"&gt;&lt;span lang="EN-US"  style="font-size:100%;"&gt;&lt;span style="font-family: trebuchet ms;font-family: trebuchet ms;" &gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(153, 0, 0);"&gt;Joseph OLSON&lt;/span&gt; |&lt;/span&gt; &lt;/span&gt;&lt;span style="font-family: trebuchet ms;font-family: trebuchet ms;" &gt;No release date as of yet, stay tuned to the &lt;/span&gt;&lt;a style="font-family: trebuchet ms;" href="http://michelgagne.blogspot.com/"&gt;official blog&lt;/a&gt;&lt;span style="font-family: trebuchet ms;font-family: trebuchet ms;" &gt; for more news on that front in the coming months!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" align="left"&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-4915825293598678355?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/4915825293598678355/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=4915825293598678355' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4915825293598678355'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4915825293598678355'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/08/ins-anely-twisted-shadow-planet.html' title='Insanely Twisted Shadow Planet - Interview with Joseph Olson (Fuelcell Games) and Michel Gagné'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/SoVF1lyKLXI/AAAAAAAABFk/lJVrfRUzM-g/s72-c/itsp1.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-3950042856811521310</id><published>2009-08-01T19:24:00.017+01:00</published><updated>2009-08-03T00:19:17.898+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mythology'/><category scheme='http://www.blogger.com/atom/ns#' term='NES'/><title type='text'>NES Revival: Rendezvous with Zeus</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SnRGsa-H8LI/AAAAAAAABE0/Xon_4Exszac/s1600-h/holly.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 300px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SnRGsa-H8LI/AAAAAAAABE0/Xon_4Exszac/s400/holly.jpg" alt="" id="BLOGGER_PHOTO_ID_5364990785073180850" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;Long before TITAN QUEST or GOD OF WAR, Greek Mythology already bore a substantial appeal to the videogame playing audience. Infinity's THE BATTLE OF OLYMPUS was without a doubt one of the most impressive titles in its time,  more so than its thematic predecessor HERAKLES NO EIKOU: TOUJIN MAKYOU, also released for the Famicom. In the role of Orpheus, the player must travel across the Greek peninsula and islands in order to save his beloved Eurydice from the underworld of Hades - the original Japanese title refers to the game as LEGEND OF LOVE. In order to reach the final enemy, the player must meet with the gods, earn new powers while recollecting items, weapons and the crucial fragments of love that will enable Orpheus to travel to Tartarus.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;I learned about this NES title long before I got the chance to try it in a French version of Super Power, the Official Nintendo Magazine. In that particular issue there was a guide with several pictures showing the different locations of the game that captivated me deeply. In spite of how similar it looked to LEGEND OF ZELDA II: LINK'S ADVENTURE, I've always recognized this game's merit in the portrayal of Greek &lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;" &gt;mythos - &lt;/span&gt;&lt;span style="font-family:georgia;"&gt;a task&lt;/span&gt;&lt;span style="font-family:georgia;"&gt; in which the game was quite exceptional bearing its context in mind. As a post-METROID production, it came to include a non-linear exploration of the maps that provided, perhaps for the first time in the history of videogames, a small but authentic taste of a virtual &lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;" &gt;Hellas&lt;/span&gt;&lt;span style="font-family:georgia;"&gt;: an alluring invitation to enter &lt;span style="font-style: italic;"&gt;another world&lt;/span&gt; where the legendary cities, temples, divinities and monsters have come to life once more after centuries of slumber.&lt;br /&gt;&lt;br /&gt;I sat down a few days ago not only to renew my acquaintance with the NES, but also to play this game more extensively. As expected from a 1988 title, the level of skill required to play it is very demandind from the get-go. The experience itself, nevertheless, is as charming and beguiling as it ever was.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;object height="320" width="400"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5868284&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=59a5d1&amp;amp;fullscreen=1"&gt;&lt;embed src="http://vimeo.com/moogaloop.swf?clip_id=5868284&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=59a5d1&amp;amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="320" width="400"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;p&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-3950042856811521310?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/3950042856811521310/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=3950042856811521310' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3950042856811521310'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3950042856811521310'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/08/rendezvous-with-zeus.html' title='NES Revival: Rendezvous with Zeus'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_S_6uuGL9Sg4/SnRGsa-H8LI/AAAAAAAABE0/Xon_4Exszac/s72-c/holly.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-231058624541988775</id><published>2009-07-29T22:41:00.010+01:00</published><updated>2009-07-30T02:25:44.186+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Interview'/><title type='text'>What lies beneath</title><content type='html'>&lt;div style="text-align: center; font-family: georgia;"&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.edge-online.com/files/imagecache/article_content_360x270/wada.jpg"&gt;&lt;img style="cursor: pointer; width: 360px; height: 270px;" src="http://www.edge-online.com/files/imagecache/article_content_360x270/wada.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;p style="font-family: georgia;font-family:georgia;" class="MsoNormal" &gt;&lt;span style="" lang="EN-US"&gt;Edge Online published a &lt;a href="http://www.edge-online.com/features/interview-yasuhiro-wada"&gt;rather interesting interview&lt;/a&gt; with Yasuhiro Wada, the former Natsume prodigy who created HARVEST MOON, now chief officer in Marvelous Entertainment. Some days ago, Wada has posted a highly controversial message in the company blog stating how the Japanese gaming market is shrinking and has lost touch with the demand for quality and originality. In spite of the negative responses to this statement, the fact remains that for the first time in years, an agent of the industry has recognized that the current lack of innovation in games has driven away many of the passionate players from older generations.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="font-family: georgia;"&gt;&lt;span style="" lang="EN-US"&gt;Marvelous Entertainment has been responsible, among others, for some of the best Wii and DS releases of recent memory, from NO MORE HEROES to OBORO MURAMASA YŌTŌDEN, including LITTLE KING'S STORY and LOL (ARCHIME DS): additionally it has developed intimate relationships with some of Japan's most notable studios like Grasshopper Manufacture, skip, Cing, Town Factory or Arte Piazza.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;span style="" lang="EN-US"&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;However the company still struggles with financial drawbacks which often come as a surprise in light of the positive reception from critics. As an expert in his field and a person who seems to be aware of the subtleties leading to the actual state of gaming in Japan, Wada presents a rather challenging series of opinions: furthermore, judging by his company’s clean record and increasing relevance in the actual market, this is a rare case where the theory about exploring new fields of game design is effectively backed up by practice.&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-231058624541988775?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/231058624541988775/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=231058624541988775' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/231058624541988775'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/231058624541988775'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/07/what-lies-beneath.html' title='What lies beneath'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-7503860609451573475</id><published>2009-07-21T13:06:00.004+01:00</published><updated>2009-07-21T13:16:09.875+01:00</updated><title type='text'>Like ripples in a pond...</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SmWxQCyN5_I/AAAAAAAABC8/EC8YqnDOt0g/s1600-h/core.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SmWxQCyN5_I/AAAAAAAABC8/EC8YqnDOt0g/s400/core.jpg" alt="" id="BLOGGER_PHOTO_ID_5360885820637964274" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-7503860609451573475?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/7503860609451573475/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=7503860609451573475' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7503860609451573475'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7503860609451573475'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/07/like-ripples-in-pond.html' title='Like ripples in a pond...'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SmWxQCyN5_I/AAAAAAAABC8/EC8YqnDOt0g/s72-c/core.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-7972477074614282710</id><published>2009-07-14T11:32:00.043+01:00</published><updated>2009-07-15T21:19:12.183+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Pre-Render'/><category scheme='http://www.blogger.com/atom/ns#' term='Shirogumi'/><category scheme='http://www.blogger.com/atom/ns#' term='CGI'/><title type='text'>The White Company</title><content type='html'>&lt;div style="TEXT-ALIGN: center"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SlxhGtl6V3I/AAAAAAAABBk/Y6KJ1OzVB-E/s1600-h/shirogumilogo.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358264424609765234" style="WIDTH: 300px; CURSOR: pointer; HEIGHT: 153px" alt="" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SlxhGtl6V3I/AAAAAAAABBk/Y6KJ1OzVB-E/s400/shirogumilogo.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family:georgia;"&gt;&lt;span lang="EN-US" style="COLOR: rgb(0,0,0)"&gt;Established in 1974, the Shibuya-based group Shirogumi was formed by ex-Toei Animation studio members and worked for the better part of its existence in the field of animated pictures. For the last fifteen years, the company presided by Tatsuo &lt;/span&gt;&lt;span lang="EN-US" style="COLOR: rgb(0,0,0)"&gt;Shimamura &lt;/span&gt;&lt;span lang="EN-US" style="COLOR: rgb(0,0,0)"&gt;turned to the area of special visual effects and computer graphics, actively participating in the creation of celebrated Japanese TV series and mo such as &lt;i&gt;Returner&lt;/i&gt;, &lt;i&gt;Always Sanchōme no Yūhi&lt;/i&gt; or the award-winning anime &lt;i&gt;Piano No Mori&lt;/i&gt;.&lt;?xml:namespace prefix = o /&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt; &lt;/span&gt;&lt;p class="MsoNormal" style="COLOR: rgb(0,0,0);font-family:georgia;" &gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;Their liaison with the industry of videogames has also been essential to their development, counting with dozens of participations not only in the production of pre-rendered movie sequences but also in the creation of character models, props, lighting and even animation. With clients ranging from large enterprises (such as NAMCO, CAPCOM, Square-Enix) to smaller and independent ensembles (Grasshopper, Punchline, etc), Shirogumi has earned a unyielding reputation as one of the most reliable and professional studios in their branch, accounting for their ever increasing demand. Apart from the projects where Shirogumi plays a central role in the development course, the employment of specialists from this provenance as a part of the support and consulting staff is also very frequent. In this advantageous environment, suscpetible to exponential growth, names like Akira Iwamoto and Takashi Yamazaki from the Shirogumi workforce soon became a reference of CGI directing.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="COLOR: rgb(0,0,0);font-family:georgia;" &gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;Due to significant advancements in real-time rendering, provided by recent console and personal computer technologies, the use of &lt;span style="FONT-STYLE: italic"&gt;full motion video&lt;/span&gt; is slowly being supplanted by in-game &lt;i&gt;full motion animation&lt;/i&gt;. As it has been often stated, the use of CGI has been a valuable resource for developers in achieving a greater level of visual detail that has been, so far, impossible to attain with real-time imagery. To a certain extent, some companies, mainly Japanese, continue using pre-rendered graphic sequences as an enhancement to the visual spectacle - a feature closely associated to the so-called JRPG genre – since the proprietary game engines are still very distant from what a FMV can present. In addition, the recurrent use of this technique as an embellishment has mutated into the form of a traditional resource, now deeply rooted in Japanese game design mannerisms.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="COLOR: rgb(0,0,0);font-family:georgia;" &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SlxgHVn_s2I/AAAAAAAABBc/wwM96hN4cc4/s1600-h/shirogumi.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358263335844295522" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 301px" alt="" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SlxgHVn_s2I/AAAAAAAABBc/wwM96hN4cc4/s400/shirogumi.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;div style="COLOR: rgb(0,0,0)"&gt;&lt;span style="font-size:78%;"&gt;&lt;span style="font-family:georgia;"&gt;The spectacular &lt;/span&gt;&lt;a href="http://www.shirogumi.co.jp/"&gt;&lt;span style="font-family:georgia;"&gt;Shirogumi official website&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;p class="MsoNormal" style="COLOR: rgb(0,0,0);font-family:georgia;" &gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="COLOR: rgb(0,0,0)" face="georgia"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;This conundrum of pre-rendered &lt;i&gt;versus&lt;/i&gt; real-time finds a similar parallel in the motion picture industry, namely with the converse process of replacing mechanical special effects with computer generated imagery, now the dominant and economic option for filmmakers. In the field of videogames, CGI has played the ungrateful role of a two-edged sword for long: providing exciting cinematics with otherwise unfeasible detail but, simultaneously, a new visual layer that spawns acute contrasts among different strata of minutiae. With time, this implicit transition between the disproportioned parts becomes an impulse instantly assimilated by players as a shift between interactivity and non-interactivity, not unlike the paradigm of classic conditioning. Such clearly identifiable unevenness, notwithstanding, might be perceived as the result of the asynchronicity between the contending schemes. In essence, both evolve towards the realization of a common objective as demonstrated by the visible similtudes shared by today's real-time 3D and the pre-rendered images of older console generations. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="COLOR: rgb(0,0,0); FONT-FAMILY: georgia"&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;Given the exception of several relevant titles where Shirogumi’s participation was less noticeable, the following list comprises the studio’s finest works in the field of traditional animation and CGI, adorning some of the most important titles of recent memory. Surprisingly, the range of the group's work is pervasive to the point of seeming ubiquity. As questionable as the (abusive) use of this technique might be in the creation of videogames, and despite the improved transitions between modes as seen in Mistwalker’s THE LOST ODYSSEY, there should be no plausible argument to refute the intrinsic optical spectacle casted in these memorable segments of digital graphics whose individual merit is far beyond apprehension.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;FINAL FANTASY VII&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Squaresoft 1997&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SlxfkcsDnLI/AAAAAAAABAk/6ohsacaZbe8/s1600-h/ff7.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358262736444955826" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SlxfkcsDnLI/AAAAAAAABAk/6ohsacaZbe8/s400/ff7.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;TALES OF DESTINY&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Wolfteam / NAMCO 1997&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SlxhHF5uTHI/AAAAAAAABB0/3E3f5F6pzKk/s1600-h/talesof.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358264431135313010" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SlxhHF5uTHI/AAAAAAAABB0/3E3f5F6pzKk/s400/talesof.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;XENOGEARS&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Squaresoft 1998&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxhHuq1JBI/AAAAAAAABCE/qOoUfBDaoVw/s1600-h/xenogears.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358264442078700562" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxhHuq1JBI/AAAAAAAABCE/qOoUfBDaoVw/s400/xenogears.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;ONIMUSHA: WARLORDS, ONIMUSHA 2 &amp;amp; ONIMUSHA 3&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;CAPCOM 2001, 2002, 2004&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SlxgG7KPAPI/AAAAAAAABBM/GPlh4O4cOqw/s1600-h/onimusha3.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358263328740147442" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SlxgG7KPAPI/AAAAAAAABBM/GPlh4O4cOqw/s400/onimusha3.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;RESIDENT EVIL ZERO&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;CAPCOM 2002&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SlxgHCBpT2I/AAAAAAAABBU/JZaQdz1vM_s/s1600-h/re0.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358263330583170914" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SlxgHCBpT2I/AAAAAAAABBU/JZaQdz1vM_s/s400/re0.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span lang="EN-US"&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;CLOCK TOWER 3&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Human 2003&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SlxfHuOIpxI/AAAAAAAABAM/Ds6xJuNeeO0/s1600-h/clockt3.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358262242935088914" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SlxfHuOIpxI/AAAAAAAABAM/Ds6xJuNeeO0/s400/clockt3.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;BATEN KAITOS: ETERNAL WINGS&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;NAMCO 2003&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxfHIxXGsI/AAAAAAAAA_0/lBQBRNJeP-g/s1600-h/baten.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358262232882289346" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxfHIxXGsI/AAAAAAAAA_0/lBQBRNJeP-g/s400/baten.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span lang="EN-US"&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;GENJI: DAWN OF THE SAMURAI &amp;amp; GENJI 2: DAYS OF THE BLADE&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Game Republic 2005, 2006&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxflLlX4vI/AAAAAAAABA0/3ccQ_aE2H88/s1600-h/genji.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358262749033390834" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxflLlX4vI/AAAAAAAABA0/3ccQ_aE2H88/s400/genji.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;SOUL CALIBUR 3&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;NAMCO 2005&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxhGyZoCDI/AAAAAAAABBs/sT9LqWSPakE/s1600-h/soul3.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358264425900410930" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxhGyZoCDI/AAAAAAAABBs/sT9LqWSPakE/s400/soul3.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center;font-family:georgia;" align="center" &gt;&lt;span lang="EN-US"&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;DIRGE OF CERBERUS: FINAL FANTASY VII&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Square-Enix 2006&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SlxgGYcYikI/AAAAAAAABA8/YwYaBxUGmaQ/s1600-h/cerberus.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358263319421028930" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SlxgGYcYikI/AAAAAAAABA8/YwYaBxUGmaQ/s400/cerberus.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;RULE OF ROSE &lt;span style="font-size:85%;"&gt;(&lt;a href="http://pixelsatanexhibition.blogspot.com/2008/11/love-suicide.html"&gt;see intro video&lt;/a&gt;)&lt;/span&gt;&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Punchline 2006&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SlxkuIu1-SI/AAAAAAAABCU/3BUp3GWWq-8/s1600-h/rule.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358268400444766498" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SlxkuIu1-SI/AAAAAAAABCU/3BUp3GWWq-8/s400/rule.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;span lang="EN-US"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;p  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;SHIN MEGAMI TENSEI: DEVIL SUMMONER&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Atlus 2006&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/Slxfj7nuRdI/AAAAAAAABAU/iGmqcSEdDfc/s1600-h/devil+summoner.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358262727568410066" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/Slxfj7nuRdI/AAAAAAAABAU/iGmqcSEdDfc/s400/devil+summoner.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" align="center"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;VALKYRIE PROFILE 2 SILMERIA&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Tri-Ace 2006&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" align="center"  style="font-family:georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SlxhHTFJzBI/AAAAAAAABB8/k5xxrznnogU/s1600-h/valkyrie2.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358264434672913426" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SlxhHTFJzBI/AAAAAAAABB8/k5xxrznnogU/s400/valkyrie2.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt;&lt;p class="MsoNormal" align="center" face="georgia"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;BLUE DRAGON&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Mistwalker 2006&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia" align="center"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SlxfHWNhO7I/AAAAAAAAA_8/Cd2vfKMLETI/s1600-h/bluedragon.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358262236490054578" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SlxfHWNhO7I/AAAAAAAAA_8/Cd2vfKMLETI/s400/bluedragon.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;FOLKLORE&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Game Republic 2007&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/Slxfk3M0KrI/AAAAAAAABAs/CbCGnTomxHw/s1600-h/folksoul.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358262743561677490" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/Slxfk3M0KrI/AAAAAAAABAs/CbCGnTomxHw/s400/folksoul.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: center" align="center" face="georgia"&gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;EYE OF JUDGEMENT&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Japan Studio 2007&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxfkJGLkBI/AAAAAAAABAc/c7L7SwFLEUw/s1600-h/eyeofjudgement.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358262731185819666" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxfkJGLkBI/AAAAAAAABAc/c7L7SwFLEUw/s400/eyeofjudgement.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;LOST ODYSSEY&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Mistwalker 2007&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxzbgqRbyI/AAAAAAAABCc/vkVQ3_dslvQ/s1600-h/lostodyssey.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358284573124947746" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxzbgqRbyI/AAAAAAAABCc/vkVQ3_dslvQ/s400/lostodyssey.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;NO MORE HEROES&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Grasshopper Manufacture 2007&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SlxiyKI0CXI/AAAAAAAABCM/WWC0Zwhk7s0/s1600-h/nomore.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358266270518348146" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SlxiyKI0CXI/AAAAAAAABCM/WWC0Zwhk7s0/s400/nomore.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;INFINITE UNDISCOVERY&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;Tri-Ace 2008&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SlxgG9oZbxI/AAAAAAAABBE/FjrbmOsQs3w/s1600-h/infinite.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358263329403531026" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SlxgG9oZbxI/AAAAAAAABBE/FjrbmOsQs3w/s400/infinite.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;br /&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;ARMORED CORE: FOR ANSWER&lt;br /&gt;&lt;span style="COLOR: rgb(153,153,153)"&gt;From Software 2008&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center" align="center"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxfG9-UYiI/AAAAAAAAA_s/FHIRwXfy6mk/s1600-h/armoredcore.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5358262229983846946" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 216px" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SlxfG9-UYiI/AAAAAAAAA_s/FHIRwXfy6mk/s400/armoredcore.jpg" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-7972477074614282710?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/7972477074614282710/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=7972477074614282710' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7972477074614282710'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7972477074614282710'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/07/credit-where-credit-is-due.html' title='The White Company'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_S_6uuGL9Sg4/SlxhGtl6V3I/AAAAAAAABBk/Y6KJ1OzVB-E/s72-c/shirogumilogo.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-9183329951086621666</id><published>2009-07-04T14:43:00.007+01:00</published><updated>2010-02-21T09:08:14.730Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Documentary'/><category scheme='http://www.blogger.com/atom/ns#' term='TV'/><category scheme='http://www.blogger.com/atom/ns#' term='GAME DESIGNER'/><title type='text'>Into the Night with Jason Rohrer and Chris Crawford</title><content type='html'>&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span lang="EN-US"&gt;&lt;object width="399" height="269"&gt;&lt;param name="allowfullscreen" value="true" /&gt;&lt;param name="allowscriptaccess" value="always" /&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5448982&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=00adef&amp;amp;fullscreen=1" /&gt;&lt;embed src="http://vimeo.com/moogaloop.swf?clip_id=5448982&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=00adef&amp;amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="399" height="269"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span  lang="EN-US" style="font-family:georgia;"&gt;What an unlikely pair: Franco-German TV arts and culture channel Arte selected two of the most important videogame personalities of different generations and brought them together for their latest edition of the feature &lt;i&gt;Durch die Nacht mit &lt;/i&gt;(Into the Night with). Jason Rohrer, the young game designer who is best known for his work in games such as PASSAGE and BETWEEN meets Chris Crawford, one of the world’s foremost authorities on the subject of video game design.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;The documentary was shot in San Francisco, the city that hosted this year’s edition of the Game Developer’s Conference – the starting point for this spontaneous conversation. As the night slowly replaces the day, Rohrer and Crawford wander about the city, engaging in a rather deep albeit contagious dialogue about the root of video games and the process of their creation. While I do not endorse these creator’s visions in full, Rohrer and Crawford do raise some pertinent questions. Based on my first impression, this is by far the best television documentary on the subject of videogames ever made: profound and thought-provoking in its casual and unassuming way.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;Apart from the small except embedded in this post, I also took the liberty to upload the full documentary in two parts that can be obtained &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.teradepot.com/voileqkbtzgk/Into_the_Night_with_Jason_Rohrer_and_Chris_Crawford.part1.rar.html"&gt;&lt;span style="font-family:georgia;"&gt;here&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; and &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.teradepot.com/kd8jprpnvt98/Into_the_Night_with_Jason_Rohrer_and_Chris_Crawford.part2.rar.html"&gt;&lt;span style="font-family:georgia;"&gt;here&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-9183329951086621666?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/9183329951086621666/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=9183329951086621666' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/9183329951086621666'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/9183329951086621666'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/07/into-night-with-jason-rohrer-and-chris.html' title='Into the Night with Jason Rohrer and Chris Crawford'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-4533152051304951959</id><published>2009-07-03T18:46:00.009+01:00</published><updated>2009-07-03T20:43:49.215+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Leonard Herman'/><category scheme='http://www.blogger.com/atom/ns#' term='Books'/><category scheme='http://www.blogger.com/atom/ns#' term='Phoenix Fall and Rise of Home Videogames'/><category scheme='http://www.blogger.com/atom/ns#' term='Rolenta Press'/><title type='text'>2010: the year of the Phoenix?</title><content type='html'>&lt;div style="FONT-FAMILY: georgia; TEXT-ALIGN: center"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/Sk5H-aMnHmI/AAAAAAAAA_k/XhIAtnLnejM/s1600-h/phoenix4.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5354296144499777122" style="WIDTH: 322px; CURSOR: pointer; HEIGHT: 400px" alt="" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/Sk5H-aMnHmI/AAAAAAAAA_k/XhIAtnLnejM/s400/phoenix4.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;p class="MsoNormal"&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;The Phoenix won't be rising this year: the fourth edition of Leonard Herman's legendary book, possibly the first written History of videogames, was postponed to 2010. The original edition was released in 1994 by Rolenta Press, the dedicated publisher founded by Herman specifically because of this book, at a time when editors discredited this variety of work - little did they know that videogame-related books would become a whole genre years after. In spite of the continued editions, &lt;i style="FONT-FAMILY: georgia"&gt;Phoenix The Fall &amp;amp; Rise of Home Videogames &lt;/i&gt;is a rare book that is sold for high prices in a few bookstores and websites all around the world. I sent Mr. Herman an e-mail this week asking for news concer&lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;span style="font-family:georgia;"&gt;ning this printing and got a rather disappointing, yet enlightening answer from his part:&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:georgia;"&gt;&lt;i style="FONT-FAMILY: georgia"&gt;Although I was working on the book earlier this year, events beyond my control stepped in and forced me to work on a new project. Happily, that project is near completion and it will allow me to resume work on Phoenix 4, but I still have no idea yet as when it will be available. It definitely will not be available this year.&lt;br /&gt;&lt;br /&gt;&lt;/i&gt;Last year I had the pleasure to be shown the prototype cover for this new edition (shown above) that will include not only the original text, but also new chapters and other surprising features that the videogame historian has been preparing for the last years. If you can't afford to wait, &lt;/span&gt;&lt;a style="FONT-FAMILY: georgia" href="http://www.amazon.com/gp/offer-listing/0964384825/ref=dp_olp_new?ie=UTF8&amp;amp;qid=1246643984&amp;amp;sr=8-1&amp;amp;condition=new"&gt;&lt;span style="font-family:georgia;"&gt;here&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; is a link to a well-known online store where you can purchase some brand new copies of the second edition. It is indeed worthy of every penny if you're looking for a serious and reliable account of the genesis of the videogame business.&lt;?xml:namespace prefix = o /&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="EC_MsoNormal"&gt;&lt;span style="font-family:'Tahoma','sans-serif';font-size:10;"&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-4533152051304951959?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/4533152051304951959/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=4533152051304951959' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4533152051304951959'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4533152051304951959'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/07/2010-year-of-phoenix.html' title='2010: the year of the Phoenix?'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/Sk5H-aMnHmI/AAAAAAAAA_k/XhIAtnLnejM/s72-c/phoenix4.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-472009330346084915</id><published>2009-06-24T19:14:00.017+01:00</published><updated>2009-06-24T19:56:49.674+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Indie'/><category scheme='http://www.blogger.com/atom/ns#' term='Tale-Of-Tales'/><category scheme='http://www.blogger.com/atom/ns#' term='The Path'/><category scheme='http://www.blogger.com/atom/ns#' term='Art and Videogames'/><category scheme='http://www.blogger.com/atom/ns#' term='Realtime Art'/><title type='text'>Dance of Seven Veils</title><content type='html'>&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SkJo23fBT8I/AAAAAAAAA_c/mFQtwV_P3Js/s1600-h/l%C3%A9vy-dhurmer.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 340px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SkJo23fBT8I/AAAAAAAAA_c/mFQtwV_P3Js/s400/l%C3%A9vy-dhurmer.jpg" alt="" id="BLOGGER_PHOTO_ID_5350954599085854658" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;p style="font-family: georgia;font-family:georgia;" class="MsoNormal" &gt;  &lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;" class="MsoNormal" &gt;&lt;span style="" lang="EN-US"&gt;Tale of Tales, the Gent-based studio that received high praise for their pioneering work in this year’s indie game revelation, &lt;a href="http://tale-of-tales.com/ThePath/"&gt;THE PATH&lt;/a&gt;, has officially announced their next &lt;i style=""&gt;oeuvre&lt;/i&gt;. Borrowing a story from the Holy Bible, more precisely from &lt;a href="http://etext.virginia.edu/etcbin/browse-salome?id=WilSalo&amp;amp;images=images/modeng&amp;amp;data=/web/data/subjects/salome&amp;amp;tag=public"&gt;a late nineteenth century version&lt;/a&gt; by Oscar Wilde, &lt;a href="http://tale-of-tales.com/Fatale/"&gt;FATALE&lt;/a&gt; will be a realtime interactive vignette directly inspired by a series of romantic paintings from the same period. Recounting the story of Salomé, the maiden who demanded the head of John The Baptist as a reward for performing an erotic dance for her stepfather, the mighty King Herod, this new project is set to be released on October 5&lt;sup&gt;th&lt;/sup&gt; this year.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p style="font-family: georgia;font-family:georgia;" class="MsoNormal" &gt;&lt;span style="" lang="EN-US"&gt;Considering Wilde’s version of the events concerning the character Salomé, banished from the stages for over 50 years until its actual premiere in England on the year of 1931, the game will explore the theme of &lt;i style=""&gt;femme-fatale&lt;/i&gt;, the deadly woman luring men to their demise by means of their sensuality. Contrary to the early descriptions of the Holy Scriptures, the Irish author’s version unveils Salomé’s true feeling towards John The Baptist, for whom she eventually falls in love, culminating in a last moment where she kisses his head after decapitation – considered by many as a blatant display of necrophilia.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;" class="MsoNormal" &gt;&lt;span style="" lang="EN-US"&gt;The official announcement page also underlines the existing tie between the fictional Salomé and the Moon, a symbol associated to the pagan goddess Cybele, equally obsessed with preserving her virginity and taking pleasure in the destruction of male sexuality. Unveiling their personal interpretation of the story, &lt;a href="http://coregamer.web.simplesnet.pt/taleoftaleseng1.html"&gt;Auriea Harvey and Michaël Samyn&lt;/a&gt; stated in their press release:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="font-family: georgia;"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-US"&gt;We're interested in the idea of a love story that ends in death, but we also want to include other elements of the tale. The fact, for instance, that Salomé may have been just an insecure girl who was manipulated by her mother, Queen Herodias -who then ends up becoming the real "femme fatale". We're also very sensitive to the political tension that underlies the tale: a Middle Eastern country -Judea- occupied by Westerners -Romans- at a time of religious unrest -the birth of Christianity. And this girl, Salomé, just has the head chopped off of one of the most important figures of the time. On a whim, apparently, or for unrequited love, changing the course of history.  &lt;!--[endif]--&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;" class="MsoNormal" face="georgia"&gt;  &lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal" face="georgia"&gt;&lt;span style="" lang="EN-US"&gt;The production of FATALE will regroup familiar names from THE PATH’s ensemble: Laura Raines Smith, as character animator; Gerry De Mol as composer of the dance music; as well as Jarboe and Kris Force in the voice acting and soundscape department. The greatest surprise on the credits list, however, comes from the character design artist whose name remains a secret for the time being – although I can assure that Tale of Tales has managed to establish a professional relationship with one of the industry’s top authorities on the creation and modeling of digital characters.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;FATALE, albeit being described as a production of similar scale to &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://tale-of-tales.com/TheGraveyard/"&gt;THE GRAVEYARD&lt;/a&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;, is already fated to become one of the most important and divisive &lt;/span&gt;&lt;span style="font-style: italic; font-family: georgia;font-family:georgia;" &gt;games&lt;/span&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt; released this year - or, as the creators would fittingly describe it, a work of &lt;/span&gt;&lt;span style="font-style: italic; font-family: georgia;font-family:georgia;" &gt;realtime art&lt;/span&gt;&lt;span style="font-family: georgia;font-family:georgia;" &gt;.&lt;/span&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-472009330346084915?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/472009330346084915/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=472009330346084915' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/472009330346084915'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/472009330346084915'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/06/dance-of-seven-veils_24.html' title='Dance of Seven Veils'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SkJo23fBT8I/AAAAAAAAA_c/mFQtwV_P3Js/s72-c/l%C3%A9vy-dhurmer.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-6093926738008433262</id><published>2009-06-20T12:19:00.025+01:00</published><updated>2009-06-20T20:10:34.072+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Movie Adaptation'/><category scheme='http://www.blogger.com/atom/ns#' term='Von Trier'/><category scheme='http://www.blogger.com/atom/ns#' term='Eden'/><title type='text'>Der Antichrist</title><content type='html'>&lt;div style="TEXT-ALIGN: left"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" style="FONT-FAMILY: georgia" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SjzUhHOf7NI/AAAAAAAAA-0/JIPeB06_Wos/s1600-h/eden1.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5349384122749938898" style="WIDTH: 399px; CURSOR: pointer; HEIGHT: 237px" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SjzUhHOf7NI/AAAAAAAAA-0/JIPeB06_Wos/s400/eden1.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: left;font-family:georgia;" &gt;&lt;span lang="EN-US"&gt;While at first the prospect of a videogame inspired by a Lars von Trier film may seem exorbitant, the current state of creative numbness that is becoming characteristic of this current generation of hardware has convinced me to think differently; Trier's last film, &lt;i&gt;The Antichrist&lt;/i&gt;, debuted in Cannes earlier this year and has spawned a raging controversy in every little cinema-related corner around the world as a result of the violent and scatological nature of the picture. Movie critic Roger Ebert, while clearly endorsing the director's impetuous attitude, has agreed to compare the film's shocking imagery to &lt;em&gt;&lt;a href="http://blogs.suntimes.com/ebert/2009/05/a_devils_advocate_for_antichri.html"&gt;a fork in the eye&lt;/a&gt;&lt;/em&gt;&lt;/span&gt;&lt;span lang="EN-US"&gt;; others labeled it as &lt;i&gt;pseudo-artistic&lt;/i&gt;, &lt;i&gt;big fat art film&lt;/i&gt;, condemning the director's lack of sensibility and readiness to impress the audience with explicit content – something that, to those who are familiar with his filmography, should not come as a surprise.&lt;/span&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="FONT-FAMILY: georgia; TEXT-ALIGN: center"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SjzWE1WMBOI/AAAAAAAAA_E/PFGBY5WKbW8/s1600-h/eden2.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5349385835937268962" style="WIDTH: 283px; CURSOR: pointer; HEIGHT: 400px" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SjzWE1WMBOI/AAAAAAAAA_E/PFGBY5WKbW8/s400/eden2.jpg" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: left;font-family:georgia;" &gt;&lt;span lang="EN-US"&gt;In spite of all the controversy surrounding &lt;span style="FONT-STYLE: italic"&gt;The Antichrist&lt;/span&gt;, surely a direct result from the graphic violence of the scenes rather than their symbolism, Zentropa Eden Games announced a PC game adaptation yesterday, describing it as a gloomy version of the Cyan's classic adventure title MYST. The project, according to the same source of information, is being led by Morten Iversen - writer of the HITMAN games and one of the founders of the recent &lt;a href="http://www.zeitguyz.com/index2.html"&gt;Zeitguys&lt;/a&gt; studio. This announcement provided scarce information concerning the actual relation between von Trier and the creative team, apart from the prospect that EDEN &lt;span style="FONT-STYLE: italic"&gt;might&lt;/span&gt; be given the Danish director's blessing. One &lt;a href="http://www.offworld.com/assets_c/2009/06/edenvontrier-thumb-620x438-22303.jpg"&gt;illustration&lt;/a&gt; attached to this statement depicts the actor Willem Dafoe (who played the character &lt;i&gt;He&lt;/i&gt;) thus suggesting a closer connection to the motion-picture than anticipated.&lt;br /&gt;&lt;br /&gt;Bearing the distinct possibility that this project may easily turn into vaporware, following the lead of so many a radical designs ostracized by the vapid state of videogame affairs, I underline the relevance - if not the dire need - of a single title with the potential to precipitate an equally great controversy. Furthermore, I accentuate the vast – albeit repeatedly snubbed - demand for alternative themes customarily regarded as taboos in an industry currently unable to satisfy educated audiences or even gratify aging players.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="TEXT-ALIGN: left"&gt;&lt;span lang="EN-US"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;While the dilution of carnal and visceral imagery was implicit from its inception, a game such as (this) EDEN, if properly developed, would undoubtedly consist of a much needed addition to the anti-commercial stream of videogames that keeps battling, obstinately, the coercion of mass-produced entertainment dogmas; and, with titles such as &lt;/span&gt;&lt;a style="FONT-FAMILY: georgia" href="http://coregamer.web.simplesnet.pt/taleoftaleseng1.html"&gt;THE PATH&lt;/a&gt; opening the way earlier this year, it is so quixotic to expect for an intricate, sophisticated and mature title from this provenance in the near future? &lt;/span&gt;&lt;span lang="EN-US"&gt;&lt;?xml:namespace prefix = o /&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-6093926738008433262?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/6093926738008433262/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=6093926738008433262' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/6093926738008433262'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/6093926738008433262'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/06/der-antichrist.html' title='&lt;i&gt;Der Antichrist&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SjzUhHOf7NI/AAAAAAAAA-0/JIPeB06_Wos/s72-c/eden1.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-1556147017260375152</id><published>2009-06-15T13:58:00.013+01:00</published><updated>2009-06-15T14:25:01.604+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Blog'/><title type='text'>Sea change</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SjZLhQEPDqI/AAAAAAAAA-U/1yxRcX8CAOw/s1600-h/corelogo.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SjZLhQEPDqI/AAAAAAAAA-U/1yxRcX8CAOw/s400/corelogo.jpg" alt="" id="BLOGGER_PHOTO_ID_5347544642169540258" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;As I progressively lose sight of the reasons that first lead me to write this blog in Portuguese, I announce that future posts of this space will be published in English with the intention of appealing to a larger portion of my international visitors. I hope that I can still count on the support of my Portuguese and Brazilian audience as I apologize if my decision causes them any inconvenience. All of the posts published in the past will remain, naturally, in their original form.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;font-size:100%;"  &gt;Thank you&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:georgia;"&gt; for visiting,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;Bruno de Figueiredo&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;Founder, CoreGamers Network&lt;/span&gt;&lt;/span&gt;&lt;p&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-1556147017260375152?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/1556147017260375152/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=1556147017260375152' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/1556147017260375152'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/1556147017260375152'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/06/sea-change.html' title='Sea change'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SjZLhQEPDqI/AAAAAAAAA-U/1yxRcX8CAOw/s72-c/corelogo.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-2693271898000448591</id><published>2009-05-17T12:44:00.001+01:00</published><updated>2009-05-17T12:47:16.849+01:00</updated><title type='text'>CoreGamers @ Satoworks.com</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.satoworks.com/"&gt;&lt;img style="cursor: pointer; width: 399px; height: 234px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/Sg_5Ju6Zh9I/AAAAAAAAA9U/JX-Yb-bhRBE/s400/zaaaton.jpg" alt="" id="BLOGGER_PHOTO_ID_5336758029064439762" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-2693271898000448591?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/2693271898000448591/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=2693271898000448591' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2693271898000448591'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2693271898000448591'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/05/coregamers-satoworkscom.html' title='CoreGamers @ Satoworks.com'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/Sg_5Ju6Zh9I/AAAAAAAAA9U/JX-Yb-bhRBE/s72-c/zaaaton.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-4034812113745705511</id><published>2009-05-15T13:36:00.008+01:00</published><updated>2009-05-15T13:54:06.973+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Perfil'/><category scheme='http://www.blogger.com/atom/ns#' term='CoreGamers'/><category scheme='http://www.blogger.com/atom/ns#' term='Takayoshi Sato'/><category scheme='http://www.blogger.com/atom/ns#' term='Entrevista'/><title type='text'>Satoísmo</title><content type='html'>&lt;br&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/Sg1iDMAyOLI/AAAAAAAAA9M/5P4H-r5gswE/s1600-h/satoo.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 299px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/Sg1iDMAyOLI/AAAAAAAAA9M/5P4H-r5gswE/s400/satoo.jpg" alt="" id="BLOGGER_PHOTO_ID_5336028940407552178" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;Como &lt;a href="http://dieubussy.blogspot.com/2008/10/so-what-now.html"&gt;anunciado&lt;/a&gt; previamente, publico hoje a &lt;a href="http://coregamer.web.simplesnet.pt/sato.html"&gt;entrevista e artigo de perfil&lt;/a&gt; com Takayoshi Sato, um dos artistas de relevo envolvidos da criação de títulos emblemáticos - e inevitáveis - como SILENT HILL e SILENT HILL 2. Devido a algumas restrições derivadas quer da forma como a entrevista foi efectuada, quer da situação actual de Sato, o artigo não reflectirá a dimensão subjectiva e filosófica que gostaria de lhe ter concedido. Acredito, no entanto, que se trata de um primeiro passo meu no rumo ao conhecimento de uma fascinante personalidade cujo rumo profissional, ainda que notoriamente estagnado no presente, poderá revigorar-se num futuro próximo.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-4034812113745705511?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/4034812113745705511/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=4034812113745705511' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4034812113745705511'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4034812113745705511'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/05/satoismo.html' title='Satoísmo'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/Sg1iDMAyOLI/AAAAAAAAA9M/5P4H-r5gswE/s72-c/satoo.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-2487305764260184165</id><published>2009-04-05T12:12:00.006+01:00</published><updated>2009-04-05T12:48:28.355+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Hardcoregaming 101'/><category scheme='http://www.blogger.com/atom/ns#' term='Square-Enix'/><title type='text'>iS @ HG101</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SdiYXGb78rI/AAAAAAAAA8I/R4e9JRcPiVM/s1600-h/AHAHAHHA.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 299px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SdiYXGb78rI/AAAAAAAAA8I/R4e9JRcPiVM/s400/AHAHAHHA.jpg" alt="" id="BLOGGER_PHOTO_ID_5321170482370441906" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span class="style3"&gt;&lt;span style="font-style: italic;font-family:georgia;" &gt;On account of popular game sagas such as FINAL FANTASY, the Square Corporation name and logotype have somehow become the synonymous with grand JRPG games. Some sporadic exceptions, however, distance the company from an absolute devotion to this genre: from the early RAD RACER arcades to Playstation 2’s very unique DRIVING EMOTION TYPE S or THE BOUNCER, the company has also manifested its wish to create or endorse different game experiences in an attempt  widen its software library. While it seems clear enough to most that Squaresoft was the top RPG creator during the Playstation era, only a few realize that they have been responsible for two of the most impressive shooters designed for the system, namely&lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;" &gt; EINHÄNDER AND and  iS – INTERNAL SECTION.&lt;/span&gt; (&lt;a href="http://hg101.classicgaming.gamespy.com/internalsection/internalsection.htm"&gt;ler artigo completo&lt;/a&gt;)&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-2487305764260184165?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/2487305764260184165/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=2487305764260184165' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2487305764260184165'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2487305764260184165'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/04/is-hg101.html' title='iS @ HG101'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SdiYXGb78rI/AAAAAAAAA8I/R4e9JRcPiVM/s72-c/AHAHAHHA.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-5746140511132545127</id><published>2009-03-30T21:20:00.016+01:00</published><updated>2009-04-03T11:46:32.993+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Indie'/><category scheme='http://www.blogger.com/atom/ns#' term='Aventura'/><category scheme='http://www.blogger.com/atom/ns#' term='Narrativa'/><category scheme='http://www.blogger.com/atom/ns#' term='Dave Gilbert'/><category scheme='http://www.blogger.com/atom/ns#' term='Humor'/><title type='text'>The Shivah</title><content type='html'>&lt;br&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SdEqKQfVWBI/AAAAAAAAA6g/CNUxxfWQHjg/s1600-h/shivah1.jpg"&gt;&lt;img style="cursor: pointer; width: 232px; height: 300px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SdEqKQfVWBI/AAAAAAAAA6g/CNUxxfWQHjg/s400/shivah1.jpg" alt="" id="BLOGGER_PHOTO_ID_5319078990614714386" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="" lang="EN-US"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-style: italic;font-size:85%;" lang="EN-US" &gt;A goy came up to Rabbi Moishe to ask, “Why do rabbis always answer with a question?”&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-size:85%;" &gt;  To which Rabbi Moishe replied, “Why not?”&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div  style="text-align: left;font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;Apesar de ser um modelo repetido incessantemente ao longo dos anos, o estilo de aventura &lt;i style=""&gt;point and click&lt;/i&gt; continua a ser um dos poucos géneros vídeolúdicos que consegue produzir diálogos bem estruturados, compreendendo muito frequentemente a possibilidade de múltiplas escolhas e devidas ramificações. Estúdios como a Lucas Arts celebrizaram-se devido à qualidade da escrita presente nos seus trabalhos, pautada por um sentido de humor característico assim como o puro &lt;i style=""&gt;nonsense&lt;/i&gt; da narrativa e dos jogos de palavras, ainda hoje recordados pelos admiradores de clássicos como MANIAC MANSION ou MONKEY ISLAND.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SdFGAEA518I/AAAAAAAAA7A/T1YlsCQtd_k/s1600-h/shivah3.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SdFGAEA518I/AAAAAAAAA7A/T1YlsCQtd_k/s400/shivah3.jpg" alt="" id="BLOGGER_PHOTO_ID_5319109601792743362" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left; font-family: georgia;"&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;Um dos mais notáveis exemplos da preservação desta categoria de jogo de aventura é THE SHIVAH, um jogo criado por Dave Gilbert e distribuído pela Wadjet Eye. De escolha temática arrojada, o drama da personagem central, o Rabino Russell Stone, inicia-se na sua sinagoga ao receber a visita de um detective privado. Durante o interrogatório, Stone é questionado acerca de um velho membro da congregação que foi vítima de assassinato: estranhamente, este velho conhecido deixa-lhe um montante de dinheiro significativo, um indício que leva as autoridades a colocar a hipótese do rabino estar envolvido no crime.&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;Na tentativa de se ilibar e descobrir a conspiração por detrás de uma série de assassinatos, o rabi nova-iorquino assume o papel de &lt;i style=""&gt;private eye&lt;/i&gt;, investigando pistas e conhecendo novas personagens envolvidos no misterioso esquema. THE SHIVAH é um tratado sobre o humor judaico, repleto de referências à cultura e às tradições deste velho povo. Uma das inserções mais curiosas nas escolhas de respostas, frequentes no decorrer dos diálogos, reside na opção de resposta &lt;i style=""&gt;rabínica&lt;/i&gt; onde o personagem responde sempre com uma pergunta – como ordena a tradição. O seu sistema de luta pouco ortodoxo remete directamente ao estilo já visto em outras aventuras, porém com um distinto sabor &lt;i style=""&gt;yiddish&lt;/i&gt;, onde os personagens se atacam com palavras e anedotas.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SdFGAHjR8VI/AAAAAAAAA64/R2gQ6ylLi7M/s1600-h/shivah2.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SdFGAHjR8VI/AAAAAAAAA64/R2gQ6ylLi7M/s400/shivah2.jpg" alt="" id="BLOGGER_PHOTO_ID_5319109602742235474" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://www.wadjeteyegames.com/shivah.html"&gt;THE SHIVAH&lt;/a&gt; é um dos mais notáveis jogos de aventura de pequena produção dos últimos anos, conseguindo a proeza de motivar o jogador a regressar a um esquema de aventura assaz rebatido, porém renovado em absoluto pela sua proposta esplendidamente refrescante. A qualidade da sua escrita, louvada pela crítica e sublinhada por alguns prémios, torna-o um título imprescindível para aqueles que reconhecem o valor de uma boa narrativa num jogo de vídeo.&lt;/span&gt;&lt;/p&gt;  &lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-5746140511132545127?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/5746140511132545127/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=5746140511132545127' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5746140511132545127'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5746140511132545127'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/03/shivah.html' title='The Shivah'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SdEqKQfVWBI/AAAAAAAAA6g/CNUxxfWQHjg/s72-c/shivah1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-2075178041236721390</id><published>2009-03-21T23:44:00.002Z</published><updated>2009-05-17T12:47:53.068+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tale-Of-Tales'/><category scheme='http://www.blogger.com/atom/ns#' term='Perfil'/><category scheme='http://www.blogger.com/atom/ns#' term='Entrevista'/><title type='text'>CoreGamers @ Tale-of-Tales</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://tale-of-tales.com/blog/2009/03/21/first-reviews-of-the-path/"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/ScV8HFmEgHI/AAAAAAAAA6Y/IRpPgxsNbv4/s400/pa.jpg" alt="" id="BLOGGER_PHOTO_ID_5315791396383522930" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-2075178041236721390?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/2075178041236721390/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=2075178041236721390' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2075178041236721390'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2075178041236721390'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/03/coregamerstale-of-tales.html' title='CoreGamers @ Tale-of-Tales'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/ScV8HFmEgHI/AAAAAAAAA6Y/IRpPgxsNbv4/s72-c/pa.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-4417211975958852889</id><published>2009-02-16T04:31:00.026Z</published><updated>2011-06-04T01:08:04.772+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Arte e Videojogos'/><category scheme='http://www.blogger.com/atom/ns#' term='Indie'/><category scheme='http://www.blogger.com/atom/ns#' term='Jogo de Culto'/><title type='text'>Isabelle, ou o efeito emocional</title><content type='html'>&lt;p&gt;&lt;a style="font-family: georgia;" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SZjtzW-wd1I/AAAAAAAAA5E/qs2OF5NlIWg/s1600-h/isabelle1.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SZjtzW-wd1I/AAAAAAAAA5E/qs2OF5NlIWg/s400/isabelle1.jpg" alt="" id="BLOGGER_PHOTO_ID_5303250027826673490" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal"&gt;Completa-se neste ano de 2009 a primeira década de ISABELLE, o plano de jogo renovador de Thomas Cheysson e do seu estúdio Belisa, sediado em França. Editado já num irreversível período de declínio da &lt;i style=""&gt;école du jeu vidéo français&lt;/i&gt;, este título pode hoje ser recordado como uma derradeira manifestação da mesma irreverência que motivou jogos tão fundamentais como ANOTHER WORLD or LITTLE BIG ADVENTURE. Posta a actual importância e interesse geral  no fenómeno do jogo independente, torna-se imperativa a revisão deste ponto de referência histórico, perfeitamente inserível num grupo de obras que desafiam a previsibilidade dos modelos predominantes. Ainda que a sua visão plenamente artística não tenha cativado a plena atenção do público, coube à crítica a sublimação dos seus dotes estéticos e ímpeto reformador: qualidades que lhe valeram dois prémios Möbius e causaram grande &lt;span style="font-style: italic;"&gt;frisson&lt;/span&gt; no  Festival Millia em Cannes.&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="font-family: georgia;"&gt;&lt;a href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SZjt0W_gPRI/AAAAAAAAA5k/ttd-wBds-BI/s1600-h/isabelle5.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SZjt0W_gPRI/AAAAAAAAA5k/ttd-wBds-BI/s400/isabelle5.jpg" alt="" id="BLOGGER_PHOTO_ID_5303250045009673490" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;   &lt;p style="font-family: georgia;" class="MsoNormal"&gt;Após uma carreira no cinema experimental onde trabalhou como argumentista ao lado de realizadores como Michel Piccoli, Cheysson forma um pequeno grupo para um projecto que à partida prescinde de qualquer margem de lucro financeiro, abrindo desta forma as portas para a concepção de um entorno de jogo experimental e inusitado dentro e fora do género de aventura no seu ano de lançamento – muito antes da expressão &lt;i style=""&gt;indie &lt;/i&gt;ter substituído o uso de termos como &lt;i style=""&gt;shareware&lt;/i&gt; ou &lt;i style=""&gt;freeware&lt;/i&gt;.&lt;/p&gt;  &lt;p style="font-family: georgia;" class="MsoNormal"&gt;Não obstante da grande ênfase concedida no processo da criação dos aspectos técnicos do jogo, é a inserção da narrativa que cria um profundo abismo entre ISABELLE e os demais jogos de vídeo do seu tempo: permanece louvável a tentativa de criar um mundo de personagens autónomas que se parecem adaptar à participação do jogador . Mesmo que uma linha nuclear de eventos permaneça inevitável, o espaço aberto e quase isento de objectivos disponibiliza uma experiência de jogo livre, onde a exploração suplanta a recolha de itens, ou onde a interacção inesperada com as personagens renega as escolhas múltiplas por entre complexas árvores de diálogo.&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal"&gt;&lt;a href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SZoQ8EqS1WI/AAAAAAAAA5s/JkdjNuyT8mQ/s1600-h/isabelle2.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SZoQ8EqS1WI/AAAAAAAAA5s/JkdjNuyT8mQ/s400/isabelle2.jpg" alt="" id="BLOGGER_PHOTO_ID_5303570135411512674" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="font-family: georgia;"&gt;O decurso da experiência de jogo prevê diversas progressões da narração efectuada na forma de diálogo entre George e a sua companheira Isabelle, escritos e interpretados numa ingenuidade semelhante à do cinema da &lt;i style=""&gt;nouvelle vague&lt;/i&gt; francesa, numa vã contenda que denuncia a instabilidade emocional dos seus intervenientes. A escolha de novos rumos traduz-se na exposição de distinctos fragmentos de um colóquio recorrente entre dois amantes cuja relação atormentada decorre no seio de uma cidade refreada pela opressão do seu líder; evocando a imagem da distopia futurista como cenário para os dramas (inter)pessoais dos seus protagonistas.&lt;br /&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="font-family: georgia;"&gt;Confluindo diferentes influências que legitimam o seu destaque, a arte visual do jogo adorna-se de soluções Neoplasticistas - aproximando as raízes &lt;i&gt;De Stijl&lt;/i&gt; com a subsequente proposta do Elementarismo - assim como de natureza Expressionista: permanecendo eveidente a sublevação contra as técnicas de texturização poligonal já dominantes no ano da sua criação. ISABELLE, num exercício visual de polígonos rasos e despojados, deixa a sua arte visual ao critério da dimensão subjectiva dos seus interveninentes: George, destituído da sua percepção visual, habita num espectro da realidade de tons escuros e frios, de sombras chinesas e de uma hostilidade omnipresente, o nítido reflexo da sua personalidade timorata; Raymond, o carinhoso irmão mais novo, habita num mundo de inocência profusamente colorido, de matizes enérgicas e altos contrastes.&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="font-family: georgia;"&gt;&lt;a href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SZjtzyhxWPI/AAAAAAAAA5U/4zd_49FqTKc/s1600-h/isabelle3.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SZjtzyhxWPI/AAAAAAAAA5U/4zd_49FqTKc/s400/isabelle3.jpg" alt="" id="BLOGGER_PHOTO_ID_5303250035221289202" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-family:georgia;"&gt;Integrado num período de evidente transição geracional, ISABELLE alcançou uma característica rara num meio ou indústria de constante renovação ao se tornar uma obra intemporal e sem precedente. Como trabalho executado por grupo de criadores que optaram conscientemente pelo meio &lt;/span&gt;&lt;i style="font-family: georgia;"&gt;vídeolúdico&lt;/i&gt;&lt;span style="font-family:georgia;"&gt; como veículo de expressão artística, este título adulto e ponderado desbrava um caminho alternativo de experimentalismo intrépido que apenas um número reservado de criadores ousou percorrer ou aprofundar desde então.&lt;/span&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-4417211975958852889?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/4417211975958852889/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=4417211975958852889' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4417211975958852889'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4417211975958852889'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/02/isabelle-ou-o-efeito-emocional.html' title='Isabelle, ou o efeito emocional'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/SZjtzW-wd1I/AAAAAAAAA5E/qs2OF5NlIWg/s72-c/isabelle1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-7741340299769563515</id><published>2009-02-14T12:22:00.003Z</published><updated>2009-02-14T12:24:35.233Z</updated><title type='text'>Q4</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SZa3sw0PbHI/AAAAAAAAA48/Sr26wbnTGWM/s1600-h/qeue.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SZa3sw0PbHI/AAAAAAAAA48/Sr26wbnTGWM/s400/qeue.jpg" alt="" id="BLOGGER_PHOTO_ID_5302627590921481330" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://coregamer.web.simplesnet.pt/q4.html"&gt;#Q4&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-7741340299769563515?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/7741340299769563515/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=7741340299769563515' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7741340299769563515'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7741340299769563515'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/02/q4.html' title='Q4'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_S_6uuGL9Sg4/SZa3sw0PbHI/AAAAAAAAA48/Sr26wbnTGWM/s72-c/qeue.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-5120474297069871087</id><published>2009-02-06T18:08:00.031Z</published><updated>2009-02-12T00:54:26.078Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Insólito'/><category scheme='http://www.blogger.com/atom/ns#' term='Atari'/><category scheme='http://www.blogger.com/atom/ns#' term='Robert Brown'/><category scheme='http://www.blogger.com/atom/ns#' term='Sinestesia'/><title type='text'>Under the influence</title><content type='html'>&lt;br&gt;&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SYyGfBqVsiI/AAAAAAAAA4s/Z5vUyLHrKFs/s1600-h/muzzik3.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5299758729088315938" style="width: 400px; cursor: pointer; height: 112px;" alt="" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SYyGfBqVsiI/AAAAAAAAA4s/Z5vUyLHrKFs/s400/muzzik3.jpg" border="0" /&gt;&lt;/a&gt;&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SYyGfBqVsiI/AAAAAAAAA4s/Z5vUyLHrKFs/s1600-h/muzzik3.jpg"&gt;&lt;br /&gt;&lt;/a&gt;&lt;p style="font-family: georgia;" class="MsoNormal"&gt;A partir de 1975, a Atari viveu um momento de prosperidade derivado do sucesso de vendas da versão caseira do jogo PONG, conhecido por HOME PONG ou Sears Tele-Games, já depois do contrato milionário entre a empresa Californiana e a cadeia de lojas que abrangia todo o continente Norte-Americano. Robert Brown, um dos iniciadores desta primeira consola de jogos doméstica da Atari, pertencia ao departamento de R&amp;amp;D onde a sua função se centrava na criação de novas tecnologias que pudessem ser transformadas pela empresa em produtos comercializáveis. Em 1976 Bob produz uma das suas invenções mais visionárias que viria a receber o nome de Atari Video Music.&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal" face="georgia"&gt;&lt;/p&gt;&lt;p style="font-family: georgia;" align="center"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SYyGe8abNfI/AAAAAAAAA4c/H6SQA9QdZRc/s1600-h/muzzik1.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5299758727679391218" style="width: 305px; cursor: pointer; height: 388px;" alt="" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SYyGe8abNfI/AAAAAAAAA4c/H6SQA9QdZRc/s400/muzzik1.jpg" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family:georgia;"&gt;Baseado num sistema analógico numa época de transição para a utilização de micro componentes digitais no domínio do &lt;/span&gt;&lt;i style="font-family: georgia;"&gt;home entertainment&lt;/i&gt;&lt;span style="font-family:georgia;"&gt;, o processador de efeitos visuais de Robert Brown tentou unir som com imagem gerada em tempo real. Conectando o dispositivo a uma comum aparelhagem, o utilizador poderia desfrutar de uma série de imagens projectadas no ecrã da televisão, um exercício precursor dos actuais &lt;/span&gt;&lt;em style="font-family: georgia;"&gt;plug-ins&lt;/em&gt;&lt;span style="font-family:georgia;"&gt; vulgarmente incluídos em qualquer&lt;/span&gt;&lt;em style="font-family: georgia;"&gt; software&lt;/em&gt;&lt;span style="font-family:georgia;"&gt; de reprodução musical. Lançado ainda antes da &lt;a href="http://coregamer.web.simplesnet.pt/vcs.htm"&gt;Atari VCS&lt;/a&gt;, a AVM produzia complexas manifestações gráficas (ver &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.youtube.com/watch?v=-NWwtZCpC2M"&gt;vídeo demonstrativo&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;), fruindo não apenas de uma larga gama de cores, mas também de uma rapidez impensável no processamento de formas geométricas cujos efeitos estariam dependentes da música utilizada - um sistema &lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;" &gt;sinestético&lt;/span&gt;&lt;span style="font-family:georgia;"&gt; que fazia a sua própria interpretação da música traduzida em imagens abstractas. Alguns ajustes eram possíveis, como demonstrados nesta digitalização do manual de &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.atarimuseum.com/videogames/dedicated/videomusic/vmcontrols.jpg"&gt;instruções&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; (via &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.atarimuseum.com/"&gt;Atari Museum&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;).&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: georgia;" class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SYyGeyPbMJI/AAAAAAAAA4k/kb9evyUOu7A/s1600-h/muzzik2.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5299758724948897938" style="width: 397px; cursor: pointer; height: 113px;" alt="" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SYyGeyPbMJI/AAAAAAAAA4k/kb9evyUOu7A/s400/muzzik2.jpg" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;Segundo Scott Cohen no seu livro &lt;/span&gt;&lt;i style="font-family: georgia;"&gt;Zap: The Rise and Fall of Atari&lt;/i&gt;&lt;span style="font-family:georgia;"&gt;, quando o protótipo do Video Music foi revelado, alguns dos responsáveis da Sears perguntaram a Nolan Bushnell o que é que os trabalhadores da Atari andavam a fumar: diz a lenda que Bob Brown apareceu na sala nesse preciso momento com um charro aceso. Um dos elementos-chave do processo de comercialização passou pela apresentação do produto cujo &lt;span style="font-style: italic;"&gt;design&lt;/span&gt; se encontrava em consonância com o estilo dominante em sistemas áudio da época: painel cromado com reguladores e botões, reforçados com acabamentos em madeira. Ainda assim, a sua permanência no mercado não excedeu o primeiro ano, sendo hoje um produto raro e de valor comercial elevado.&lt;/span&gt;&lt;br /&gt;&lt;p style="font-family: georgia;font-family:georgia;" class="MsoNormal" &gt;O processamento de imagens em função da escolha musical do utilizador permeou áreas tão diversificadas como a música, televisão e &lt;span style="font-style: italic;"&gt;video art&lt;/span&gt; - um aproveitamento ao qual a indústria dos jogos de vídeo também não foi alheia. Um exemplo deliberado encontra-se na obra de Jeff Minter, esse &lt;i&gt;falso profeta&lt;/i&gt; dos jogos de vídeo cuja obra subsiste de duas influências maiores: TEMPEST, de David Theurer; e os efeitos visuais psicadélicos que este mecanismo instaurou. Observando atentamente os comportamentos do sistema Virtual Light Machine, independentemente da versão deste programa e da sua inclusão em diferentes jogos de vídeo da Llamasoft, torna-se claro o nível da influência que o delírio de Brown produziu sobre Minter – sendo o último frequentemente citado como o introdutor da era do &lt;i&gt;visual plugin&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SYzkps1UmXI/AAAAAAAAA40/faJ4vxCfayE/s1600-h/muzzik4.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SYzkps1UmXI/AAAAAAAAA40/faJ4vxCfayE/s400/muzzik4.jpg" alt="" id="BLOGGER_PHOTO_ID_5299862266568808818" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;p style="font-family: georgia;" class="MsoNormal"&gt;Ironicamente, este objecto obscuro da geração dos anos 70 recorda o quão fina é a linha entre o revolucionário e o redundante. Como tantas outras criações incompreendidas do seu tempo, produz um interessante testemunho de como a evolução dos tempos origina novas predisposições e extingue, lentamente, os preconceitos. A sua relevância actual, para além do objecto de culto da defunta Atari de Bushnell, adiciona mais uma entrada na categoria de ideias falhadas que viriam a angariar a atenção e sincera admiração de um grande público décadas mais tarde.&lt;/p&gt;&lt;p style="font-family: georgia;" class="MsoNormal"&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-5120474297069871087?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/5120474297069871087/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=5120474297069871087' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5120474297069871087'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5120474297069871087'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/02/under-influence.html' title='&lt;i&gt;Under the influence&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/SYyGfBqVsiI/AAAAAAAAA4s/Z5vUyLHrKFs/s72-c/muzzik3.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-5381212798230363654</id><published>2009-02-03T15:49:00.012Z</published><updated>2009-02-03T20:14:13.326Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Arte e Videojogos'/><category scheme='http://www.blogger.com/atom/ns#' term='Im'/><category scheme='http://www.blogger.com/atom/ns#' term='Cultura'/><category scheme='http://www.blogger.com/atom/ns#' term='Livros'/><category scheme='http://www.blogger.com/atom/ns#' term='Estética'/><title type='text'>Videogame Classics, por Olly Moss</title><content type='html'>&lt;div style="text-align: center; font-family: georgia;"&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SYh-Tz8o47I/AAAAAAAAA4M/vf6jfVr8Kps/s1600-h/olly1.jpg"&gt;&lt;img style="cursor: pointer; width: 246px; height: 400px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SYh-Tz8o47I/AAAAAAAAA4M/vf6jfVr8Kps/s400/olly1.jpg" alt="" id="BLOGGER_PHOTO_ID_5298623840428549042" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;p style="font-family: georgia;" face="georgia" class="MsoNormal"&gt;Não muito distante da indústria cinematográfica ou musical, a comercialização dos jogos de vídeo não prescinde da sua natureza como objecto de venda ao público: apesar das alternativas cada vez mais viáveis, segue sendo uma prática comum a distribuição dos jogos em formato físico, seja em cartucho ou disco compacto, assim como a sua inclusão numa embalagem condizente. Desde os tempos mais remotos deste novo meio que o apelo de um jogo, do ponto de vista do jogador que faz a triagem entre diversas opções ao seu dispor, se encontra em boa parte dependente da escolha visual utilizada na sua apresentação: neste contexto, a capa de um determinado título pode veicular uma imagem tão ilustrativa e poderosa ao ponto de condicionar a escolha do consumidor, inclusivamente o mais informado.&lt;/p&gt;  &lt;p style="font-family: georgia;" face="georgia" class="MsoNormal"&gt;Durante décadas, diferentes estilos foram utilizados e reciclados de forma a produzir noções visuais com as quais os jogadores criassem associações: determinadas fontes de letra remetem de imediato a um título específico ou personagem que o protagoniza; as combinações de cores emitem mensagens simbólicas de absorção imediata, transmitindo uma série de ideias prévias sobre o jogo que a ilustração ou montagem envolve; a escolha dos títulos, descrições ou mesmo dos louvores recebidos por um jogo são aspectos essenciais ao processo de criação e comercialização dos jogos de vídeo enquanto produtos.&lt;/p&gt;&lt;p style="font-family: georgia; text-align: center;" class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SYh-UDgbigI/AAAAAAAAA4U/TGFYwy6iWbI/s1600-h/olly3.jpg"&gt;&lt;img style="cursor: pointer; width: 246px; height: 400px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SYh-UDgbigI/AAAAAAAAA4U/TGFYwy6iWbI/s400/olly3.jpg" alt="" id="BLOGGER_PHOTO_ID_5298623844605200898" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;" face="georgia" class="MsoNormal"&gt;Se o &lt;i style=""&gt;design&lt;/i&gt; da imagem de capa de um determinado jogo deveria continuar a ser um estágio vital da cadeia de &lt;i style=""&gt;marketing&lt;/i&gt;, o estado actual do sector, conformado com a sua própria mediocridade, em muito se deve ao surgimento e proliferação de canais de divulgação &lt;span style="font-style: italic;"&gt;online &lt;/span&gt;- a facilidade de acesso a diversos aspectos técnicos e descritivos precede frequentemente a aquisição de videojogos na actualidade. Torna-se quase dispensável a função outrora essencial de impressionar o público com uma imagem frontal distinta propondo, por vezes, um exagero da verdadeira experiência de jogo.&lt;/p&gt;  &lt;p style="font-family: georgia;" class="MsoNormal"&gt;Associando os jogos de vídeo com um formato de publicações familiar ao género da literatura, &lt;a href="http://www.ollymoss.com/"&gt;Olly Moss&lt;/a&gt;, um jovem &lt;span style="font-style: italic;"&gt;designer&lt;/span&gt; britânico, iniciou uma série de capas de jogos alternativas que, através de uma expressão plástica de mensagem simples, oscilam entre o seu pendor humorista e a imprevisibilidade da sua execução, adornada com referências gráficas ao trabalho do mestre Saul Bass.  Partindo da feição austera das velhas publicações Penguin Classics, concebida por Phil Baines, Moss tenta capturar os elementos imagéticos ou sensoriais mais comummente associados a cada um dos exemplos que elege como base de trabalho, tratando-os mediante uma estética que precede em várias décadas a própria tecnologia dos jogos de vídeo. A raiz do fascínio das suas composições localiza-se de forma precisa no anacronismo dos recursos estilísticos, díspares e inesperados, contudo inteligentes e de uma elegância contagiante.&lt;br /&gt;&lt;/p&gt;&lt;span style="font-family:georgia;"&gt;Os restantes exercícios de Olly Moss podem-se encontrar a partir da sua &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.flickr.com/photos/ollym/sets/72157612646893506/"&gt;galeria de imagens&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-5381212798230363654?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/5381212798230363654/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=5381212798230363654' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5381212798230363654'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5381212798230363654'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/02/videogame-classics-por-olly-moss.html' title='&lt;i&gt;Videogame Classics&lt;/i&gt;, por Olly Moss'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SYh-Tz8o47I/AAAAAAAAA4M/vf6jfVr8Kps/s72-c/olly1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-361963825920325195</id><published>2009-01-25T21:07:00.003Z</published><updated>2009-01-25T21:22:59.641Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Baiyon'/><category scheme='http://www.blogger.com/atom/ns#' term='Eden'/><category scheme='http://www.blogger.com/atom/ns#' term='Q-Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Dylan Cuthbert'/><category scheme='http://www.blogger.com/atom/ns#' term='Entrevista'/><title type='text'>Pixel Junkie</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SXzGUjylhEI/AAAAAAAAA1M/U9trJS6GFz0/s1600-h/cuthie.jpg"&gt;&lt;img style="cursor: pointer; width: 399px; height: 216px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SXzGUjylhEI/AAAAAAAAA1M/U9trJS6GFz0/s400/cuthie.jpg" alt="" id="BLOGGER_PHOTO_ID_5295325318387958850" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;Para os interessados, já se encontra publicada no CoreGamers a &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://coregamer.web.simplesnet.pt/edencuthbertpt.htm"&gt;segunda parte&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; do artigo sobre o jogo Pixel Junk EDEN, contendo uma breve introdução ao trabalho do talento entrevistado, nada mais que o próprio Dylan Cuthbert.&lt;br /&gt;&lt;br /&gt;Relembro que a &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://coregamer.web.simplesnet.pt/eden1baiyonpt.htm"&gt;primeira parte&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; do artigo inclui a entrevista ao artista Baiyon, convidado especial da Q-Games para a execução deste projecto. A ambos deixo os meus agradecimentos, não apenas pelo empenho que demonstraram na hora de responder às questões que propus, mas principalmente por terem criado um dos jogos mais destacáveis de 2008.&lt;/span&gt;&lt;br /&gt;&lt;p&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-361963825920325195?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/361963825920325195/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=361963825920325195' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/361963825920325195'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/361963825920325195'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/01/pixel-junkie.html' title='Pixel Junkie'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SXzGUjylhEI/AAAAAAAAA1M/U9trJS6GFz0/s72-c/cuthie.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-2991032552225298552</id><published>2009-01-13T08:36:00.018Z</published><updated>2009-01-13T17:08:53.600Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Indie'/><category scheme='http://www.blogger.com/atom/ns#' term='Tale-Of-Tales'/><category scheme='http://www.blogger.com/atom/ns#' term='Eden'/><category scheme='http://www.blogger.com/atom/ns#' term='Braid'/><category scheme='http://www.blogger.com/atom/ns#' term='Independent Games Festival'/><title type='text'>Alea jacta est</title><content type='html'>&lt;span style="font-family:georgia;"&gt;Demasiado importantes para serem ignoradas, as investidas de alguns criadores independentes têm contribuído significativamente no processo da evolução da cultura vídeo lúdica desde a génese do meio, superando o poder criativo da maioria das produções orientadas para o mercado de massas. Na forma de pequenos ficheiros executáveis de disponibilização gratuita ou preço simbólico, janelas interactivas dentro do nosso &lt;i style="font-family: georgia;"&gt;browser&lt;/i&gt; ou constituintes do catálogo de um serviço de venda de jogos &lt;span style="font-style: italic;"&gt;online&lt;/span&gt;, os chamados &lt;i style="font-family: georgia;"&gt;indie games&lt;/i&gt; beneficiam no geral da ausência de restrições à criatividade, promovendo o espírito livre e a manifestação de novos conceitos ao ponto de tornar a sua descrição textual um desafio. De resto, as suas qualidades raramente se medem pelas mesmas bitolas que o jogo comum, enunciando uma reapreciação dos parâmetros críticos pelos quais se avaliam os jogos de vídeo na actualidade. &lt;/span&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;Se estes títulos independentes são hoje mais divulgados e, portanto, do conhecimento de um público mais vasto, tal facto se deverá em boa parte à criação da IGF ou Independent Games Festival, uma celebração que promove os trabalhos desta proveniência, condecorando as ideias mais audaciosas com importantes contribuições económicas dirigidas ao desenvolvimento ou finalização dos projectos. Lançadas as nomeações para melhor jogo independente relativo ao ano de 2009, na décima primeira edição do festival IGF que ocorrerá para finais de Março em São Francisco, sublinho um grupo ainda mais selecto de títulos imperdíveis, alguns dos quais em fase de produção.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;br /&gt;&lt;p class="MsoNormal"  style="text-align: center;font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;&lt;span lang="EN-US"&gt;THE GRAVEYARD&lt;br /&gt;Auriea Harvey &amp;amp; Michaël Samyn (Tale-of-Tales)&lt;/span&gt;&lt;br /&gt;Nomeações: Prémio de Inovação&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SWxTO2O0CDI/AAAAAAAAAzE/amW0hmgLLmA/s1600-h/graveyard.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5290695176794409010" style="width: 399px; cursor: pointer; height: 216px;" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SWxTO2O0CDI/AAAAAAAAAzE/amW0hmgLLmA/s400/graveyard.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;Originário de um estúdio sediado na Bélgica, THE GRAVEYARD é uma obra que se insere plenamente na corrente anti-lúdica que os fundadores da Tale-Of-Tales inculcam sob a forma de um &lt;a href="http://www.tale-of-tales.com/tales/RAM.html"&gt;manifesto&lt;/a&gt;. Defensores da filosofia de que um videojogo não se deve submeter às regras do ludismo e às mecânicas guiadas por factores como a vitória ou a derrota, Auriea Harvey e Michaël Samyn produziram um momento interactivo de uma sensibilidade incomum, centrado na temática do envelhecimento, das memórias e meditações sobre a Vida e a Morte.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;Ao congratular o estúdio pela surpreendente nomeação, Michaël respondeu-me sem ilusões ou vãs esperanças:&lt;br /&gt;&lt;br /&gt;“Não tenho a certeza de que vejamos este prémio como sendo muito importante. Estamos contentes por ter ganho a lotaria da IGF, pelo menos parte dela. Dá ao nosso trabalho alguma visibilidade, certamente, mas vemos a nomeação mais como uma sincronicidade motivada por razões extrínsecas, mais do que reconhecimento propriamente dito. Talvez me tenha tornado demasiado cínico quanto à indústria dos jogos.” &lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;Como já tenho comunicado no passado, THE GRAVEYARD é um dos primeiros exemplos práticos a surgir de uma &lt;a href="http://www.tale-of-tales.com/tales/RAM.html"&gt;base teórica&lt;/a&gt; altamente abrasiva, uma força antagónica ao rumo que predomina em mercados globalizados – pelo menos até à chegada de THE PATH, a primeira grande produção deste grupo criativo.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;span style="font-family:georgia;"&gt;&lt;/span&gt;&lt;/o:p&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="text-align: center;font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;MACHINARIUM&lt;br /&gt;Amanita Design&lt;br /&gt;Nomeações: Prémio de Excelência Visual&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SWxTPFujHnI/AAAAAAAAAzM/LN974upt0Vo/s1600-h/machinarium.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5290695180954050162" style="width: 399px; cursor: pointer; height: 216px;" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SWxTPFujHnI/AAAAAAAAAzM/LN974upt0Vo/s400/machinarium.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;Após o lançamento de SAMOROST, uma das mais poderosas alternativas ao conceito de jogo de aventura &lt;i&gt;point’n click&lt;/i&gt; tradicional já nomeada em anteriores galas IGF, MACHINARIUM é um novo título em desenvolvimento pelo estúdio Checo cujo universo e estética mereceram novo destaque com esta nomeação. Com detalhes escassos quanto à sua natureza diegética, as imagens disponibilizadas anunciam uma dimensão visual poderosa e de grande expressividade, especialmente tendo em conta o uso soberbo da animação como forma de caracterizar as personagens – aspecto que eternizou jogos como THE NEVERHOOD há muitos anos atrás. Começam a ser dados indícios de que MACHINARIUM poderá superar os seus antecessores espirituais, resultado da própria maturação artística dos seus criadores.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;span style="font-family:georgia;"&gt;&lt;/span&gt;&lt;/o:p&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="text-align: center;font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;BETWEEN&lt;br /&gt;Jason Rohrer&lt;br /&gt;Nomeações: Prémio de Inovação&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SWxTOr5R0NI/AAAAAAAAAys/blp8Mlk4zHE/s1600-h/between.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5290695174019731666" style="width: 399px; cursor: pointer; height: 216px;" alt="" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SWxTOr5R0NI/AAAAAAAAAys/blp8Mlk4zHE/s400/between.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;Partindo de conceitos abstractos e aparentemente ineficazes para a criação de experiências vídeo jogáveis, os jogos de Jason Rohrer detêm um estatuto &lt;i&gt;art house&lt;/i&gt; que raramente é concedido nesta indústria. Caracterizados pela simplicidade de execução e leveza técnica, até um estado unitário aparentemente indivisível, a sua execução e simbologia varia entre interpretações superficiais e o espaço relegado para uma ambiguidade que tem motivado diversos especialistas da área na criação de extensas reflexões. O conceito de jogo de BETWEEN dificilmente poderá ser sintetizado numa frase, ou mesmo num parágrafo. Todavia é possível certificar de que se trata de um salto quantitativo relativamente a jogos como PASSAGE ou GRAVITATION, dada a partilha &lt;i&gt;online &lt;/i&gt;da experiência entre dois jogadores. Concedendo que Rohrer, como &lt;i&gt;game designer&lt;/i&gt;, é frequentemente sobrevalorizado, não existe contradição possível ao argumento factual de que os seus jogos, hábeis na exploração das interacções no seu estado bruto, imploram novas implementações – veja-se o reaproveitamento de alguns dos seus cânones naquela obra-prima vanguardista de que é BRAID.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;span style="font-family:georgia;"&gt;&lt;/span&gt;&lt;/o:p&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="text-align: center;font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;&lt;span lang="EN-US"&gt;PIXELJUNK EDEN&lt;br /&gt;Dylan Cuthbert, Baiyon (Q-Games)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;Nomeações: Prémios de Excelência em Arte Visual; Excelência em Áudio; Excelência Técnica&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SWxTO0FX3OI/AAAAAAAAAy8/NOBfhkWRnGY/s1600-h/eden.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5290695176217943266" style="width: 399px; cursor: pointer; height: 216px;" alt="" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SWxTO0FX3OI/AAAAAAAAAy8/NOBfhkWRnGY/s400/eden.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;o:p&gt;&lt;span style="font-family:georgia;"&gt;&lt;/span&gt;&lt;/o:p&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;Os seguidores do meu &lt;i&gt;blog&lt;/i&gt; e do &lt;/span&gt;&lt;a href="http://coregamer.web.simplesnet.pt/edenbaiyonpt.htm"&gt;&lt;span style="font-family:georgia;"&gt;CoreGamers&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; decerto compreenderão o meu respeito por PIXEL JUNK EDEN, uma das obras que mais divergiu do caudal da indústria durante 2008. Apoiado pela impressionante arte audiovisual de Baiyon, EDEN encontra-se em posição de vantagem relativamente aos seus competidores na medida em que conquistou três diferentes nomeações: naturalmente, trata-se de uma produção independente porém de maior orçamento, dirigida pelo veterano Dylan Cuthbert. Coroando os feitos da &lt;i&gt;label &lt;/i&gt;PIXELJUNK, este título poderá receber no festival da IGF algum do reconhecimento de que tem sido privado em outras ocasiões.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" face="georgia"&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" face="georgia"&gt;&lt;o:p&gt;&lt;span style="font-family:georgia;"&gt;&lt;/span&gt;&lt;/o:p&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="text-align: center;font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;OSMOS&lt;br /&gt;Hemisphere Games&lt;br /&gt;Nomeações: Grande Prémio Seumas McNally; Excelência em Design, Excelência Técnica&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" face="georgia"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SWxVIihrWfI/AAAAAAAAAzU/5mFSts_2al4/s1600-h/osmos.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5290697267448863218" style="width: 399px; cursor: pointer; height: 216px;" alt="" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SWxVIihrWfI/AAAAAAAAAzU/5mFSts_2al4/s400/osmos.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" face="georgia"&gt;&lt;span style="font-family:georgia;"&gt;OSMOS é um dos títulos de menor divulgação em toda a lista, certamente um dos nomeados que mais justamente conquistou a sua presença na celebração anual da IGF. Enunciando as leis da Física e os estudos de um dos seus mais brilhantes entusiastas - refiro-me a Sir Isaac Newton, curiosamente no mesmo ano que NEWTONICA - o jogo da Hemisphere decorre num espaço abstracto onde o jogador movimenta uma bolha de gás capaz de consumir as restantes por osmose pressupondo que estas possuam uma circunferência menor. O  sugestivo título do jogo completa-se com a referência ao próprio Cosmos, na medida em que estes corpos circulares de beleza hipnotizante respeitam forças gravitacionais, aspecto que se reflecte no seu movimento e na inércia, ostentando cores e padrões indefinidos contra o fundo invadido de leves pontos esbranquiçados - como que um corte longitudinal do Universo, se tal fosse possível. A concretização brilhante do sistema de jogo rivaliza apenas com a sua ambiência profunda e cativante que, apesar de original, não oculta uma leve saudação a outro monumento da inovação que é FLOW.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" face="georgia"&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="font-family: georgia;"&gt;&lt;o:p&gt;&lt;span style="font-family:georgia;"&gt;&lt;/span&gt;&lt;/o:p&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="text-align: center;font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;BLUEBERRY GARDEN&lt;br /&gt;Erik Svedäng&lt;br /&gt;Nomeações: Grande Prémio Seumas McNally; Excelência em Áudio&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SWxTO4mepSI/AAAAAAAAAy0/H8j6N1UpzuY/s1600-h/blueberrygarden.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5290695177430541602" style="width: 399px; cursor: pointer; height: 216px;" alt="" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SWxTO4mepSI/AAAAAAAAAy0/H8j6N1UpzuY/s400/blueberrygarden.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="font-family: georgia;"&gt;&lt;span style="font-family:georgia;"&gt;Parte integrante do reservado grupo de jogos em fase de desenvolvimento, BLUEBERRY GARDEN causa uma impressão positiva desde a primeira vista devido à sua composição pictórica familiar. No entanto, julgando pelo sucinto vídeo de apresentação, o jogo parece tecer-se a partir da matéria-prima da imprevisbilidade, num ecossistema onde a presença do protagonista irá despoletar profundas mudanças. De todos os nomeados, o trabalho de Eric Svëdang é decerto um dos mais belos, poéticos e intrigantes.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="font-family: georgia;"&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="text-align: center;font-family:georgia;"&gt;&lt;span style="font-family:georgia;"&gt;ZENO CLASH&lt;br /&gt;Ace Team Software&lt;br /&gt;Nomeações: Excelência em Arte Visual&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="font-family: georgia;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SWxVI0clukI/AAAAAAAAAzc/0VXyiTgcQic/s1600-h/zenoclash.jpg"&gt;&lt;span style="font-family:georgia;"&gt;&lt;img id="BLOGGER_PHOTO_ID_5290697272259361346" style="width: 399px; cursor: pointer; height: 216px;" alt="" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SWxVI0clukI/AAAAAAAAAzc/0VXyiTgcQic/s400/zenoclash.jpg" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="font-family: georgia;"&gt;&lt;span style="font-family:georgia;"&gt;Concebido através do motor &lt;i&gt;Source&lt;/i&gt;, ZENO CLASH é uma alternativa séria ao aproveitamento generalizado dos jogos em perspectiva subjectiva – ou &lt;i&gt;first person&lt;/i&gt; como são comummente rotulados. Pela segunda vez num jogo anunciado ou lançado em 2008, imperam as referências ao clássico de valor (cada vez mais) inestimável que é BREAKDOWN, particularmente a sua complexa mecânica de jogo de combate, aqui recriada sob um novo contexto narrativo de grande irreverência. ZENO CLASH destaca-se pela execução técnica mais laborada, desenhando uma ponte entre jogo &lt;span style="font-style: italic;"&gt;indie&lt;/span&gt; e um produto que, com algum progresso, facilmente se alocaria numa edição em formato físico.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-2991032552225298552?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/2991032552225298552/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=2991032552225298552' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2991032552225298552'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2991032552225298552'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2009/01/demasiado-importantes-e-reconhecidas.html' title='&lt;i&gt;Alea jacta est&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SWxTO2O0CDI/AAAAAAAAAzE/amW0hmgLLmA/s72-c/graveyard.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-23757987370495715</id><published>2008-12-23T00:00:00.015Z</published><updated>2008-12-23T12:53:27.443Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Iblard'/><category scheme='http://www.blogger.com/atom/ns#' term='Arte e Videojogos'/><category scheme='http://www.blogger.com/atom/ns#' term='Naohise Inoue'/><title type='text'>イバラアド - Iblard</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SVAs0nYJrVI/AAAAAAAAAww/5OnMK5aTf64/s1600-h/barado.jpg"&gt;&lt;img style="cursor: pointer; width: 391px; height: 316px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SVAs0nYJrVI/AAAAAAAAAww/5OnMK5aTf64/s400/barado.jpg" alt="" id="BLOGGER_PHOTO_ID_5282771645340691794" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;Naohisa Inoue é um dos artistas japoneses mais influentes da segunda metade do século XX, autor de um estilo derivado de ilustração e pintura surrealista que se prolonga por uma obra una, estilística e tematicamente. Caracterizado pelo seu uso extraordinário das cores, condizente com algumas veias da pintura oriental, Inoue transporta uma paleta fixa entre diferentes pinturas, retocando com diferentes tonalidades o remate em função da luminosidade preferida para cada momento reproduzido na tela.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SVAs1C3wRhI/AAAAAAAAAw4/vJ5VMSH1YwA/s1600-h/barado2.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 259px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SVAs1C3wRhI/AAAAAAAAAw4/vJ5VMSH1YwA/s400/barado2.jpg" alt="" id="BLOGGER_PHOTO_ID_5282771652721002002" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;br /&gt;O método deste grande surrealista apresenta dois grandes sustentáculos nos quais a sua obra adquire maior originalidade: todos os seus quadros partem de um ensaio impressionista abstracto onde a tela é preenchida com manchas de cores, até que os sombreamentos produzam alguma forma com que Inoue se consiga identificar. Trabalhando profundamente nessas formas, cujos contornos prescindem quase sempre de rigidez, as paisagens oníricas do mundo de Iblard (ver &lt;span style="font-style: italic;"&gt;post&lt;/span&gt; &lt;a href="http://pixelsatanexhibition.blogspot.com/2008/12/visions-of-iblard.html"&gt;~Visions of Iblard~&lt;/a&gt;) adquirem um dinamismo vivo e resplandecente; nenhum quadro deste artista se encontra terminado, na medida em que todos eles se encontram sujeitos a alterações, uma forma diferente, quase aberrante no âmbito das artes plásticas, do artista coabitar com a sua própria obra. Ao pintar profusamente sobre uma mesma temática destila-se o desejo de conceber um mundo multifacetado, diversificado, todavia unido por uma ausência de leis físicas, onde os habitantes caminham e voam livremente, fruindo das paisagens intermináveis que nem o próprio horizonte consegue demarcar.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;Iblard reflecte de forma marcada o nosso quotidiano, por via de uma incrementação poética da beleza dos conteúdos visuais que nos rodeiam nas paisagens urbanas, complexos industriais e residências. A filosofia de Inoue, expressa numa obra iniciada há várias décadas atrás, realça o prazer inerente a cada espaço, ou o da procura incessante da excelência e gáudio que o artista crê ser omnipresente, se observada através da perspectiva e mentalidade correcta: um trivial jardim no centro de uma grande cidade pode, desta forma, ser o ponto de partida para uma &lt;a href="http://farm4.static.flickr.com/3232/3128007733_bc087f9337.jpg?v=0"&gt;representação do éden&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SVAs1HZnSmI/AAAAAAAAAxA/wUfJmXW0yUA/s1600-h/barado3.jpg"&gt;&lt;img style="cursor: pointer; width: 390px; height: 252px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SVAs1HZnSmI/AAAAAAAAAxA/wUfJmXW0yUA/s400/barado3.jpg" alt="" id="BLOGGER_PHOTO_ID_5282771653936761442" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;&lt;br /&gt;O impacto deste conjunto de visões deleitosas tem vindo a motivar diversos outros distintos agentes da produção artística nipónica, como o caso do lendário Hayao Miyazaki, que soma três participações distintas com este artista cujas quimeras, embriagadas de cor e de luz, também têm produzido inspirações múltiplas para os conceitos artísticos que suportam diversos jogos de vídeo ao longo dos anos. Tal é o caso do jogo &lt;a href="http://farm4.static.flickr.com/3170/2981822428_001b494c37.jpg?v=0"&gt;IBARAADO&lt;/a&gt;, criado pela TV Asahi e a System Sacom para a Playstation em 1997. Neste título, curiosamente, estabelecem-se inúmeros paralelos entre o mundo original de Inoue e a falsa crónica de viagens de Johnathan Swift em &lt;span style="font-style: italic;"&gt;As Viagens de Gulliver&lt;/span&gt;, particularmente no capítulo onde o escritor anglo-irlandês descreve um território longínquo denominado &lt;span style="font-style: italic;"&gt;Laputa&lt;/span&gt;, local caracterizado por transportes e mecanismos anti-gravíticos.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;Na qualidade de aventura em primeira pessoa, esta adaptação a cenário de jogo estabelece-se num entorno plenamente tridimensional, onde a escolha cromática e algumas texturas chegam mesmo a recordar o trabalho do pintor japonês – ainda que as potencialidades do &lt;span style="font-style: italic;"&gt;hardware&lt;/span&gt; não permitissem melhor reprodução da estética envolvente dos seus quadros. No entanto, à parte desta adaptação directa, dezenas de outros jogos de vídeo ou ilustrações dedicadas têm feito utilização das perspectivas e temáticas encontradas nestas telas, nomeadamente a série FINAL FANTASY, PANZER DRAGOON, BATEN KAITOS ou inclusivamente o recente SUPER MARIO GALAXY - os exemplos são, de facto, inumeráveis.&lt;br /&gt;&lt;br /&gt;Com o apoio da galeria Art Space, a página oficial de Inoue contém uma &lt;a href="http://iblard.com/english/paint.html"&gt;galeria compreensiva&lt;/a&gt; dos seus quadros, assim como o seu perfil e algumas reflexões sobre a sua arte. A visita deste espaço e a pesquisa sobre este autor é uma imposição para aqueles que desejarem conhecer uma das mais pesadas influências sobre a arte que potencia os jogos de vídeo, assim como uma viagem inolvidável através de um dos universos imaginários mais notáveis de toda a história.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-23757987370495715?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/23757987370495715/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=23757987370495715' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/23757987370495715'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/23757987370495715'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/12/iblard.html' title='イバラアド - Iblard'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SVAs0nYJrVI/AAAAAAAAAww/5OnMK5aTf64/s72-c/barado.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-6766826046429786805</id><published>2008-12-19T22:54:00.014Z</published><updated>2008-12-21T00:49:30.153Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='CAPCOM'/><category scheme='http://www.blogger.com/atom/ns#' term='Jogo de Culto'/><category scheme='http://www.blogger.com/atom/ns#' term='Arcade'/><category scheme='http://www.blogger.com/atom/ns#' term='Street Fighter'/><category scheme='http://www.blogger.com/atom/ns#' term='Estética'/><title type='text'>Forgiven, but not forgotten.</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SUwz3qM7ipI/AAAAAAAAAuo/I1riX4MCZyk/s1600-h/hd3.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 224px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SUwz3qM7ipI/AAAAAAAAAuo/I1riX4MCZyk/s400/hd3.jpg" alt="" id="BLOGGER_PHOTO_ID_5281653494313093778" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:georgia;"&gt;&lt;br /&gt;Falar acerca de STREET FIGHTER II é, em boa parte, falar de um período ou metodologia dominante na cultura que permeou os jogos de vídeo do romper da década de 90. A eficiência dos controlos e a espectaculosidade das animações foram alguns dos elementos que mais auxiliaram este jogo a tornar-se um dos ícones do seu tempo, ainda que a importância de tais elementos esteja condenada a empalidecer face ao poder do exercício estilístico pelo qual o jogo ainda é recordado e jogado com grande frequência no presente - e decerto continuará a ser jogado, no futuro.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;Ao lançar as bases do jogo de combate moderno, a edição THE WORLD WARRIOR progrediu uma longa distância em relação aos demais jogos do seu género, não descurando de algumas grandes referências dos inícios e meados da década de oitenta cuja importância, ainda assim, merece uma atenta reconsideração. Porém este conjunto atraente, caracterizado por um enorme ecletismo no que diz respeito às origens dos lutadores e localizações que serviam de palco ao bailado interactivo de artes marciais superou largamente todos os exemplos prévios, incluindo a primeira tentativa da CAPCOM em 87.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SUwzpoN09oI/AAAAAAAAAug/TNQCM69mBCE/s1600-h/hd2.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 224px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SUwzpoN09oI/AAAAAAAAAug/TNQCM69mBCE/s400/hd2.jpg" alt="" id="BLOGGER_PHOTO_ID_5281653253261817474" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;Cerca de uma quinzena após o lançamento deste título de fama colossal, presenciamos mais uma reedição que agora usa do poder comercial da sigla "HD" como introdução ao redesenho (não reestruturação) do esquema original de 91-93. Digna de menção, a retenção dos elementos estilísticos que promoveram o jogo original questiona a própria existência desta nova produção. No entanto, uma observação cuidadosa dos novos e detalhados esboços de personagens, cenários e as suas animações revelará uma particular homenagem a um tom muito característico da edição SUPER.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SUwx6k1_jUI/AAAAAAAAAuY/3lpw2fPrqGI/s1600-h/hd1.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 224px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SUwx6k1_jUI/AAAAAAAAAuY/3lpw2fPrqGI/s400/hd1.jpg" alt="" id="BLOGGER_PHOTO_ID_5281651345391062338" border="0" /&gt;&lt;/a&gt; &lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style=""&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:georgia;"&gt;Não querendo impor um novo ritmo ou conteúdo, talvez apenas um novo ímpeto, SUPER STREET FIGHTER II TURBO HD REMIX deve ser considerado como uma nova impressão artística do tema de jogo, desta feita sob a direcção uma companhia ocidental, a Udon Entertainment, perita em adaptações de alguns dos mais populares &lt;/span&gt;&lt;i style="font-family: georgia;"&gt;mangas &lt;/i&gt;&lt;span style="font-family:georgia;"&gt;para o universo Norte-Americano. Não querendo enveredar por uma crítica acérrima ao resultado final, não posso deixar de pensar o quão mais dinâmica podia ter sido esta investida tivessem os desenhos em alta resolução originado de um estúdio japonês com as competências necessárias. Para além dos visuais, também a componente musical sofreu uma completa remistura que nem sempre é a mais apropriada, por sinal.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style=""&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:georgia;"&gt;Acima de tudo, o jogo em questão propõe dois pontos de discussão que penso serem de relativa importância: trata-se de um exemplo vivo da diferença entre expressão plástica ocidental e oriental, ainda que o tema de base seja invariavelmente nipónico; por outro lado o seu relativo distanciamento permite reflectir sobre a forma como a estética SF desenvolveu profundas raízes na imagem colectiva muitos jogadores formam do conceito de 'jogo de vídeo'.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-6766826046429786805?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/6766826046429786805/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=6766826046429786805' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/6766826046429786805'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/6766826046429786805'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/12/rememberance-of-things-past.html' title='Forgiven, but not forgotten.'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/SUwz3qM7ipI/AAAAAAAAAuo/I1riX4MCZyk/s72-c/hd3.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-8639705476176633687</id><published>2008-12-18T00:20:00.010Z</published><updated>2009-02-24T13:20:07.080Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mugen Kairou'/><category scheme='http://www.blogger.com/atom/ns#' term='Echochrome'/><category scheme='http://www.blogger.com/atom/ns#' term='OST'/><category scheme='http://www.blogger.com/atom/ns#' term='2008'/><title type='text'>Corredor Infinito</title><content type='html'>&lt;span style=";font-family:georgia;font-size:100%;"  &gt;Compreendendo vários trabalhos de qualidade, o ano de 2008 revelou-se bastante aprazível no que diz respeito à composição de bandas sonoras originais para jogos de vídeo. Cada vez mais importante no processo de produção de um jogo, esta vertente criativa tem vindo a atrair um número crescente de artistas de renome, facto que tem contribuído significantemente para o incremento da qualidade e diversidade da música no âmbito da indústria vídeo lúdica.&lt;br /&gt;&lt;/span&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;Neste contexto, foram vários os artistas que se destacaram durante os últimos meses: de regresso ao universo de TOMB RAIDER, Troels Brun Folmann e o recém-chegado Colin O’Malley encontraram um ponto de equilíbrio seguro onde a nova aventura de Lara se pôde sustentar; apontando para um épico final de uma das mais conhecidas séries, Harry Gregson-Williams foi responsável por uma considerável parte do dramatismo omnipresente em METAL GEAR SOLID 4: GUNS OF THE PATRIOTS; dando continuidade ao estilo que desenvolveu, Motoi Sakuraba expressou grande sentimentalismo na escrita de alguns temas para INFINITE UNDISCOVERY; e, por fim, como resultado da sua larga experiência, Russel Shaw excede-se a si mesmo na segunda entrega de FABLE, desta feita sozinho e sem o mote de Danny Elfman.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="text-align: center;font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SUmIurO6MDI/AAAAAAAAAt4/BeHYCose-L8/s1600-h/echo.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5280902373529235506" style="width: 117px; cursor: pointer; height: 169px;" alt="" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SUmIurO6MDI/AAAAAAAAAt4/BeHYCose-L8/s400/echo.jpg" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;Por entre tão aptos exemplos, gostaria de destacar com maior ênfase o trabalho do compositor Hideki Sakamoto (RYU GA GOTOKU 2, RYU GA GOTOKU KENZAN!, AQUANAUT’S HOLIDAY: INSARETA KIROKU) na criação do acompanhamento sonoro de MUGEN KAIROU (ECHOCHROME), um trabalho realizado no estúdio japonês Noisycroak. Posta a difícil tarefa de uma composição que evadisse o conceito redutor de música de fundo para um dos jogos mais desafiantes dos últimos anos, Sakamoto propõe ao jogador uma lista de temas interpretados no seio íntimo de um quarteto de cordas. Com Hitoshi Konno e Nagisa Kiriyama no primeiro e segundo violino, respectivamente, Kazuo Watanabe na viola e Ayano Kasahara no violoncelo, o grupo faz-se acompanhar ainda da soprano Rumiko Kitazono para a interpretação em estilo operático dos temas iniciais das duas versões deste título lançado para a Playstation 3 e para a Playstation Portable.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;No auge da sua experiência lúdica, MUGEN KAIROU ostenta conceitos visuais e geométricos complexos através da simplicidade despojada das linhas negras sobre o branco profundo: a reduzida variação cromática, porém, é compensada por uma riquíssima gama de variações num estilo musical que, apesar da compacta gama instrumental, preenche e ornamenta o espaço de jogo. Suportando a ideia prevalecente da geometria e do rigor matemático, todos os temas possuem o título Prime (ou Primária) seguidos de um número único que os caracteriza – uma forma de manter os temas soltos e sem qualquer associação a um título mais descritivo. Se os volumes tridimensionais bem delineados sugerem grande rigor, a superioridade do poder da perspectiva subjectiva face à veracidade numérica também se encontra adequadamente espelhada através dos temas de Sakamoto, intercalando compassos exactos e constantes com alguns devaneios de maior lirismo.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SUmWnIXLRaI/AAAAAAAAAuA/3udqWjSF-7o/s1600-h/echo2.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5280917637072373154" style="width: 399px; cursor: pointer; height: 216px;" alt="" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SUmWnIXLRaI/AAAAAAAAAuA/3udqWjSF-7o/s400/echo2.jpg" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;De forma icónica, esta conjunção específica de género vídeo lúdico com estilo musical erudito encontra um paralelo com uma das primeiras produções da Sony Computer Entertainment japonesa, nomeadamente o clássico KURUSHI, de 1997, que contou com uma grandíloqua banda sonora escrita e orquestrada por Takayuki Hattori. De diferente perfil, a obra de Sakamoto apresenta registos que variam com grande subtileza, bem além do abstracto ou do insensível. Enquanto o tema Prime #59 se manifesta com grande pompa e majestade, Prime #19 e #61 são temas de pendor impressionista que recriam os prazeres implícitos de uma &lt;i&gt;promenade&lt;/i&gt; pelos trilhos da descoberta. Algum dramatismo emerge em Prime #2 , #3 e #101, culminando numa expressão de maior romantismo e ímpeto em Prime #9973 – provas definitivas de que não se tratam de composições musicais impassíveis e sem uma alma. A vocalização de alguns temas, de resto, remete para uma clara tentativa de dinamizar uma componente mais humana que existe de facto num jogo aparentemente reduzido a formas poligonais simbólicas.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SUmZ5JcFZJI/AAAAAAAAAuI/RGEnp7gdtyQ/s1600-h/echo3.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5280921245133923474" style="width: 399px; cursor: pointer; height: 216px;" alt="" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SUmZ5JcFZJI/AAAAAAAAAuI/RGEnp7gdtyQ/s400/echo3.jpg" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;Desde o ano de 2006, portador da &lt;i&gt;magnum opus&lt;/i&gt; de Yutaka Minobe para RULE OF ROSE, que o poder cru das cordas não se fazia ouvir de forma tão pura e cristalina. Hideki Sakamoto atingiu, em pleno, o seu objectivo principal com a criação deste trabalho tão refinado, remetendo a categoria de “música para jogos de vídeo” até novos estilos contemporâneos, com uma elevadíssima qualidade de composição e execução. O facto de ECHOCHROME ser um dos títulos mais notáveis no contexto deste ano em boa parte se deverá ao charme deste singular conjunto de melodias absorventes e emocionantes.&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-8639705476176633687?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/8639705476176633687/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=8639705476176633687' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/8639705476176633687'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/8639705476176633687'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/12/corredor-infinito.html' title='Corredor Infinito'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/SUmIurO6MDI/AAAAAAAAAt4/BeHYCose-L8/s72-c/echo.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-2390040945577132518</id><published>2008-12-10T13:43:00.016Z</published><updated>2008-12-14T01:28:43.541Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Haruhiko Shono'/><category scheme='http://www.blogger.com/atom/ns#' term='Alice'/><category scheme='http://www.blogger.com/atom/ns#' term='Gadget'/><category scheme='http://www.blogger.com/atom/ns#' term='Entrevista'/><title type='text'>歓迎庄野晴彦様樣 (Irashaimasen, Shono-Sama)</title><content type='html'>&lt;embed src="http://coregamertwo.web.simplesnet.pt/shono.swf" quality="high" allowscriptaccess="sameDomain" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" align="middle" height="246" width="399"&gt;&lt;/embed&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: georgia;"&gt;&lt;span class="Apple-style-span" style=""&gt;É com grande prazer que anuncio a futura entrevista de um &lt;/span&gt;dos mais conceituados e premiados artistas multimédia nipónicos, nada menos que Haruhiko Shono, criador de monumentais obras como ALICE - INTERACTIVE MUSEUM e &lt;a href="http://pixelsatanexhibition.blogspot.com/2008/10/inside-out-with-gadget.html"&gt;GADGET: INVENTION, TRAVEL &amp;amp; ADVENTURE&lt;/a&gt;, títulos que revolucionaram a indústria dos jogos de vídeo e da  arte digital&lt;span class="Apple-style-span" style="font-style: italic;"&gt; &lt;/span&gt;no início dos anos 90. O artigo de perfil para o &lt;span class="Apple-style-span" style="font-style: italic;"&gt;site &lt;/span&gt;&lt;a href="http://coregamer.web.simplesnet.pt/"&gt;CoreGamers&lt;/a&gt; estará disponível a partir de 2009, após um período de seis meses caracterizado por inúmeras tentativas de entrar em contacto com este visionário cujo estatuto prescinde de apresentações ou adjectivações, bem como na recuperação integral das suas obras interactivas, algumas delas &lt;span class="Apple-style-span" style="font-style: italic;"&gt;virtualmente&lt;/span&gt; inexistentes no mercado actual.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-2390040945577132518?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/2390040945577132518/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=2390040945577132518' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2390040945577132518'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2390040945577132518'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/12/irashaimasen-shono-haruhiko-sama.html' title='歓迎庄野晴彦様樣 (Irashaimasen, Shono-Sama)'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-1252770605848693622</id><published>2008-12-07T20:49:00.034Z</published><updated>2008-12-10T12:20:12.312Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='CAPCOM'/><category scheme='http://www.blogger.com/atom/ns#' term='Resident Evil 5'/><category scheme='http://www.blogger.com/atom/ns#' term='New Gen'/><title type='text'>Resident Evil 4 redux</title><content type='html'>&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/ST8Oaw36KaI/AAAAAAAAAsY/CMjgxmwXyJA/s1600-h/re51.jpg"&gt;&lt;img style="cursor: pointer; width: 394px; height: 216px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/ST8Oaw36KaI/AAAAAAAAAsY/CMjgxmwXyJA/s400/re51.jpg" alt="" id="BLOGGER_PHOTO_ID_5277953141260298658" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;div  style="text-align: left;font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;Na óptica do utilizador e da crítica em geral, a apelidada "nova geração" de consolas tem originado alguns dos mais memoráveis momentos da história dos jogos de vídeo: estes pseudo-especialistas, na máxima expressão da sua ingenuidade, fazem uso abusivo do poder emblemático das classificações máximas, rotulando jogos passageiros de obras-primas intemporais por razões difíceis de precisar. Já para aqueles que debatem e pensam profundamente o fenómeno dos jogos de vídeo, este panorama actual remete para uma situação mais urgente, onde a evolução dos novos sistemas falha na proeza de efectuar um salto completo face às tecnologias do passado recente, mantendo a arte e indústria num (quiçá necessário) estado de relativa estagnação e monótona repetição de fórmulas de sucesso comercial.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=";font-family:trebuchet ms;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/ST8PGM6HYnI/AAAAAAAAAsg/VLApzp95hms/s1600-h/re52.jpg"&gt;&lt;img style="cursor: pointer; width: 394px; height: 216px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/ST8PGM6HYnI/AAAAAAAAAsg/VLApzp95hms/s400/re52.jpg" alt="" id="BLOGGER_PHOTO_ID_5277953887520121458" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:trebuchet ms;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: left;"&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;Perante a óbvia recuperação da mecânica, motor, esquema, desenho, teor e jogabilidade do episódio anterior, RESIDENT EVIL 5 deverá estar imune a interpretações lineares: mais do que promoção comercial, as semelhanças óbvias entre títulos do estúdio ilustram a ausência de uma verdadeira evolução nos mecanismos de criação e interacção com os jogos de vídeo actuais. Posto isto, seria inevitável que a nova aposta de mercado proveniente do estúdio da CAPCOM estabelecesse inúmeros paralelos com aquele outro título que, convenhamos, não só reestruturou integralmente uma série de sucesso como lançou um novo e inspirador modelo de &lt;span style="font-style: italic;"&gt;game design. &lt;/span&gt;&lt;span&gt;A situação actual encontra um paralelo quase exacto no desenvolvimento dos episódios 32-Bit, onde a maioria ou totalidade das sequelas ao título original de Mikami até RE4 não demonstrou nenhuma evolução tecnológica verdadeiramente relevante - talvez com a excepção de CODE VERONICA, com o desenvolvimento de um motor gráfico em tempo real.&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/ST8PTBAMbxI/AAAAAAAAAso/YCI0jJp2FTI/s1600-h/re53.jpg"&gt;&lt;img style="cursor: pointer; width: 394px; height: 216px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/ST8PTBAMbxI/AAAAAAAAAso/YCI0jJp2FTI/s400/re53.jpg" alt="" id="BLOGGER_PHOTO_ID_5277954107662692114" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;Dividido em dois cenários diferentes, a demonstração interactiva (supostamente inacessível para os utilizadores europeus) permite uma breve iniciação no caos em larga escala que estará disponível no próximo ano de 2009. A ausência de introduções às situações de jogo torna ambos os actos menos aprazíveis: porém os níveis de imersão disparam quando nos são revelados alguns momentos mais emocionantes que apelam ao instinto de sobrevivência que define o próprio género vídeo lúdico. Sem propor juízos prematuros, posso certificar que o &lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;font-size:100%;"  &gt;gameplay&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:georgia;"&gt; importado do quarto episódio está longe de obsoleto, ainda que dezenas de jogos o tenham plagiado descaradamente entretanto. No entanto, como jogo sequela genuína, é necessário reconhecer a sua total legitimidade para o uso e relançamento deste modelo estreado há cerca de quatro anos atrás.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-1252770605848693622?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/1252770605848693622/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=1252770605848693622' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/1252770605848693622'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/1252770605848693622'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/12/resident-evil-4-redux.html' title='Resident Evil 4 &lt;i&gt;redux&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_S_6uuGL9Sg4/ST8Oaw36KaI/AAAAAAAAAsY/CMjgxmwXyJA/s72-c/re51.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-503442896977689677</id><published>2008-12-05T04:01:00.018Z</published><updated>2009-02-24T13:26:30.849Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Hardcoregaming 101'/><category scheme='http://www.blogger.com/atom/ns#' term='Nanatsu Kaze No Shima Monogatari'/><category scheme='http://www.blogger.com/atom/ns#' term='Enix'/><category scheme='http://www.blogger.com/atom/ns#' term='Revista'/><category scheme='http://www.blogger.com/atom/ns#' term='Digitalizações'/><category scheme='http://www.blogger.com/atom/ns#' term='SATURN'/><title type='text'>Nanatsu Kaze No Shima Monogatari</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm4.static.flickr.com/3019/3038266604_697bb7cb03.jpg?v=0"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 397px; height: 296px;" src="http://farm4.static.flickr.com/3019/3038266604_697bb7cb03.jpg?v=0" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=";font-family:'trebuchet ms';font-size:130%;"  &gt;&lt;span style="font-family:trebuchet ms;"&gt;Como ávido leitor de revistas de videojogos durante a minha infância, tive a oportunidade de conhecer um universo de títulos bem mais amplo do que aquele que era oferecido pelo reservado mercado em&lt;/span&gt; Portugal. Entre dezenas de revistas castelhanas, francesas e brasileiras empilhadas nas prateleiras de minha casa, também se sobrepunham as memórias de jogos inatingíveis segundo o aviso prévio dos afortunados escritores daqueles artigos que eu lia e relia frequentemente. Algures, numa única página entre tantas, figurava um jogo singular cujas imagens me marcaram por alguma razão: talvez pelos desenhos pouco vulgares, ou apenas por uma tendência minha em me concentrar naquilo que não posso ter; tratava-se da Hobby Consolas de Julho de 1997.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm4.static.flickr.com/3078/3083602078_f0ff398420_o.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 287px; height: 400px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/STkvw-of7HI/AAAAAAAAAq4/yJ5tU3EYWVE/s400/kazemag.jpg" alt="" id="BLOGGER_PHOTO_ID_5276300956934335602" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style=";font-family:'trebuchet ms';font-size:130%;"  &gt;Nesta pequena mas enigmática página da secção &lt;span style="font-style: italic;"&gt;Big in Japan&lt;/span&gt;, o colaborador da Hobby Press identifica o jogo com o título NANATSU NO KAZE NO MONOGATARI, possivelmente uma má transcrição do título original do jogo, NANATSU KAZE NO SHIMA MONOGATARI, traduzido em português, &lt;span style="font-style: italic;"&gt;A História da Ilha dos Sete Ventos&lt;/span&gt;. Descrevendo-o como um jogo de aventura, o autor do texto também ressalva a invulgar exclusividade deste jogo para uma plataforma SEGA, sendo originário da Givro (Giburo) e da Enix - empresas que criaram a sua reputação em consolas Nintendo. Inocentemente, o personagem principal Gaapu é aqui apelidado de &lt;span style="font-style: italic;"&gt;Doctor Gaapu&lt;/span&gt;, um de diversos equívocos presentes nos poucos parágrafos que ocupam esta página.&lt;br /&gt;&lt;br /&gt;Dez anos após ter conhecimento deste lançamento foi-me concedido o privilégio de o adquirir e experimentar as suas qualidades em primeira mão, facto que justifica a minha apressada tentativa de escrever &lt;a href="http://hg101.classicgaming.gamespy.com/nanatsukaze/nanatsukaze.htm"&gt;um texto&lt;/a&gt; a seu respeito para o Hardcore Gaming 101 da GameSpy, ciente de toda a expectativa construída ao longo de mais de uma décda. Esta obra rara editada pela Enix é, de facto, um dos jogos mais importantes do seu sistema não só pelo facto de trazer um novo género aos possuidores de consolas SEGA, mas também pelos talentos que se uniram especialmente para a sua criação. O resultado, como defendo no texto do HG101, é um jogo íntegro e surpreendente, de uma beleza visual notável. A simplicidade da sua história e a brevidade dos diálogos em muito adensam o ambiente misterioso desta ilha fictícia e os seus ventos místicos. Fica para breve a publicação no &lt;a href="http://pixelsatanexhibition.blogspot.com/2008/12/nanatsu-kaze-no-shima-monogatari-art.html"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;Pixels&lt;/span&gt;&lt;/span&gt;&lt;/a&gt; de uma selecção do soberbo &lt;span style="font-style: italic;"&gt;artwork&lt;/span&gt; que preenche o disco suplementar do jogo.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-503442896977689677?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/503442896977689677/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=503442896977689677' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/503442896977689677'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/503442896977689677'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/12/nanatsu-kaze-no-shima-monogatari.html' title='Nanatsu Kaze No Shima Monogatari'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/STkvw-of7HI/AAAAAAAAAq4/yJ5tU3EYWVE/s72-c/kazemag.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-3549742170655071672</id><published>2008-12-04T19:29:00.011Z</published><updated>2008-12-07T11:20:34.759Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Kenichi Nishi'/><category scheme='http://www.blogger.com/atom/ns#' term='Lack of Love'/><category scheme='http://www.blogger.com/atom/ns#' term='LOVE.de.LIC'/><category scheme='http://www.blogger.com/atom/ns#' term='Digitalizações'/><title type='text'>Lack of Love @ Games™</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/STg8LZMc_MI/AAAAAAAAAqw/lmheJ92v2t8/s1600-h/gamesTM.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 298px; height: 400px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/STg8LZMc_MI/AAAAAAAAAqw/lmheJ92v2t8/s400/gamesTM.jpg" alt="" id="BLOGGER_PHOTO_ID_5276033129903881410" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;Faço por não manter segredo a minha especial admiração e respeito pelo trabalho revolucionário do artista japonês Kenichi Nishi, o qual tive o prazer de entrevistar no passado mês de Agosto a propósito do seu último jogo &lt;a href="http://coregamer.web.simplesnet.pt/newtonicapt.htm"&gt;NEWTONICA&lt;/a&gt;. Ainda que bastante restrito, o grupo de internautas que partilha o gosto pelos jogos de Nishi tem-se demonstrado bastante activo na divulgação de informações: desde o &lt;span style="font-style: italic;"&gt;site&lt;/span&gt; australiano &lt;a href="http://www.eegra.com/"&gt;Eegra&lt;/a&gt; até ao &lt;span style="font-style: italic;"&gt;blog&lt;/span&gt; &lt;a href="http://love-de-licious.livejournal.com/"&gt;Love-De-Licious&lt;/a&gt;, o número de referências de qualidade vem aumentando nos últimos seis meses, contando também com uma breve entrada do &lt;span style="font-style: italic;"&gt;game designer &lt;/span&gt;na &lt;a href="http://en.wikipedia.org/wiki/Love-de-Lic"&gt;Wikipédia&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Autor da página  &lt;a href="http://lovedelicgames.wordpress.com/"&gt;Lovedelic Life&lt;/a&gt;, Ashley Day escreve um &lt;a href="http://rapidshare.com/files/170264193/GamesTM_Lack_of_Love.pdf.html"&gt;belíssimo artigo&lt;/a&gt; sobre LACK OF LOVE na revista Games™ deste mês. Em troca de ter utilizado algumas das minhas &lt;span style="font-style: italic;"&gt;screen captures&lt;/span&gt; do jogo para a sua composição, Ashley enviou-me uma edição da revista onde pude descobrir que o texto se insere num artigo bastante informativo acerca da história da Dreamcast. Sem surpresas, foi HALO RECON que mereceu o destaque de capa deste número: mesmo assim, &lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;cheers Ash!&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-3549742170655071672?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/3549742170655071672/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=3549742170655071672' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3549742170655071672'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3549742170655071672'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/12/lack-of-love-games.html' title='Lack of Love @ Games™'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/STg8LZMc_MI/AAAAAAAAAqw/lmheJ92v2t8/s72-c/gamesTM.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-3423347342254514940</id><published>2008-12-01T22:05:00.016Z</published><updated>2008-12-07T11:24:26.226Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Sonic'/><category scheme='http://www.blogger.com/atom/ns#' term='SEGA'/><title type='text'>It's not the years, it's the mileage.</title><content type='html'>&lt;span style=";font-family:trebuchet ms;font-size:130%;"  &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/STRhlMfN1lI/AAAAAAAAAqo/c8ofka0MePk/s1600-h/sonicunleashed2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 216px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/STRhlMfN1lI/AAAAAAAAAqo/c8ofka0MePk/s400/sonicunleashed2.jpg" alt="" id="BLOGGER_PHOTO_ID_5274948355192903250" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;  &lt;p class="MsoNormal"  style="line-height: normal;font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;Como tem vindo a ser repetido incessantemente em diversos canais do jornalismo vídeo lúdico, a série de SONIC THE HEDGEHOG tem sido uma das mais afectadas pelas diversas transições geracionais. Recordo as imensas dificuldades com que a talentosa Sonic Team se deparou no processo imperativo de elevar esta série rumo ao patamar do 3D, todo um exemplo de insegurança e hesitação (veja-se SONIC 3D BLAST ou o finca pé de Yuji Naka face ao projecto dos seus colegas Norte-Americanos, SONIC EXTREME). No entanto, a base para o modelo mais amplamente adoptado nos últimos anos, aquele que foi estreado com surpreendente coerência em SONIC ADVENTURES, tinha surgido algures entre a profundidade tridimensional dos traçados de corrida em SONIC R e a exploração ensaiada num pequeno espaço, porém de elevado detalhe e funcionalidade, que servia como menu interactivo da colectânea SONIC JAM.&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="line-height: normal;font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;Se Sonic sempre primou pelos altos níveis de dinamismo no &lt;span style="font-style: italic;"&gt;design&lt;/span&gt; e &lt;i&gt;gameplay&lt;/i&gt;, então a inclusão de um novo esquema misto de acção e aventura como solução para conferir maior longevidade a SONIC UNLEASHED é um facto profundamente lamentável. Criado pela Sonic Team Japan, o novo título parte de uma premissa onde o velho ouriço azul foi submetido a uma experiência pelo seu &lt;i&gt;nemesis &lt;/i&gt;Dr. Robotnik,  responsável  pela sua nova e profunda transformação física: em plena ausência de luz solar, o personagem assume uma execrável morfologia licantrópica que imediatamente recorda os lados negros de outras personagens célebres da indústria (a saber, PRINCE OF PERSIA: THE TWO THRONES ou JAK II: RENEGADE). Estranhamente, estes níveis sincopados que se repetem com elevada frequência durante UNLEASHED parecem estar muito próximos de uma versão ligeira do jogo GOD OF WAR, usando de muitos aspectos da sua jogabilidade e sistema de &lt;i&gt;puzzles&lt;/i&gt;. Conforme pude verificar, estas secções de jogo são de tal forma lentas e apáticas que a sua própria execução técnica, incapaz de mascarar frequentes &lt;i&gt;slowdowns&lt;/i&gt; e um &lt;i&gt;level design&lt;/i&gt; frouxo, espelha a total ausência de motivação da equipa na sua concepção.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/STRhaQynFjI/AAAAAAAAAqg/_e65IDpIX-I/s1600-h/sonicunleashed3.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 216px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/STRhaQynFjI/AAAAAAAAAqg/_e65IDpIX-I/s400/sonicunleashed3.jpg" alt="" id="BLOGGER_PHOTO_ID_5274948167369430578" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: trebuchet ms;" face="trebuchet ms" class="MsoNormal"&gt;  &lt;/p&gt;&lt;p class="MsoNormal"  style="line-height: normal;font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;No entanto é possível asseverar com semelhante grau de certeza que SONIC UNLEASHED produz alguns dos mais vertiginosos momentos alguma vez vividos na companhia de Sonic, nos poucos níveis jogados em luz diurna onde este mantém a sua forma verdadeira – tão pouco me ocorre alguma razão sensata para alterar um desenho que permanece tão atraente há tantos anos. A qualidade do desenho destes níveis, no que diz respeito ao seu planeamento e execução técnica, resulta na porção altamente desfrutável do último episódio, superando em algumas instâncias os próprios episódios de referência dos últimos anos. A inclusão do novo sistema &lt;i&gt;sonic boost&lt;/i&gt;, muito semelhante ao impulso rápido do magnífico SONIC RUSH de Nintendo DS, revela uma nova engrenagem do novo motor desenvolvido para o jogo – o Hedgehog Engine -, ao mesmo tempo que se mostra altamente propício às esporádicas situações de jogo em que o mapeamento dos controlos retorna à configuração clássica, vulgo bidireccional.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/STRhTozWiZI/AAAAAAAAAqY/OOfyuC6jyEE/s1600-h/sonicunleashed.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 216px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/STRhTozWiZI/AAAAAAAAAqY/OOfyuC6jyEE/s400/sonicunleashed.jpg" alt="" id="BLOGGER_PHOTO_ID_5274948053555906962" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" face="trebuchet ms" style="margin-top: 12pt; font-family: trebuchet ms;"&gt;  &lt;/p&gt;&lt;p class="MsoNormal" style="margin-top: 12pt; line-height: normal;"&gt;&lt;span style=";font-family:trebuchet ms;font-size:130%;"  &gt;A discussão acerca dos podres de SONIC UNLEASHED é um excelente ponto de partida para abordar uma tendência de mercado que as empresas e estúdios de criação de jogos tendem a seguir sob cada vez maior pressão: para assegurar uma boa recepção crítica e comercial, inclusivamente os títulos de plataformas necessitam de incluir elementos de aventura e RPG de forma a distender a duração da experiência de jogo, seguindo a máxima Norte-Americana do &lt;i&gt;bang for buck&lt;/i&gt; - como se a qualidade de um jogo se medisse estritamente pela sua duração! Concluído mais um episódio da série, restam apenas memórias das passagens vertiginosas a alta velocidade, capazes de fazer poética justiça a um dos mais estóicos heróis da história dos videojogos cuja verdadeira morfologia, irreverente e aerodinâmica, tem vindo a protagonizar alguns dos melhores jogos alguma vez criados. Para grande pesar dos seus admiradores, Sonic está (parcialmente) de volta.&lt;/span&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-3423347342254514940?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/3423347342254514940/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=3423347342254514940' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3423347342254514940'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3423347342254514940'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/12/its-not-years-its-mileage.html' title='&lt;i&gt;It&apos;s not the years, it&apos;s the mileage.&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/STRhlMfN1lI/AAAAAAAAAqo/c8ofka0MePk/s72-c/sonicunleashed2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-3973370802282770908</id><published>2008-11-25T11:36:00.006Z</published><updated>2008-11-25T11:39:50.410Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Baiyon'/><category scheme='http://www.blogger.com/atom/ns#' term='Eden'/><category scheme='http://www.blogger.com/atom/ns#' term='Entrevista'/><title type='text'>CoreGamers @ Baiyon.com</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://baiyon.com/"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 257px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SSvjeJN2DWI/AAAAAAAAAqQ/iov2C2ek8fU/s400/BAITO.jpg" alt="" id="BLOGGER_PHOTO_ID_5272557895776865634" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-3973370802282770908?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/3973370802282770908/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=3973370802282770908' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3973370802282770908'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3973370802282770908'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/11/coregamers-baiyon.html' title='CoreGamers @ Baiyon.com'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/SSvjeJN2DWI/AAAAAAAAAqQ/iov2C2ek8fU/s72-c/BAITO.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-224800291684744931</id><published>2008-11-23T14:00:00.016Z</published><updated>2008-11-23T18:48:47.020Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Quiz Show'/><category scheme='http://www.blogger.com/atom/ns#' term='Jeopardy'/><title type='text'>Here's Jeopardy!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SSl_v5LFWoI/AAAAAAAAApg/iXQXlNF5CMk/s1600-h/JEO6.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 360px; height: 252px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SSl_v5LFWoI/AAAAAAAAApg/iXQXlNF5CMk/s400/JEO6.jpg" alt="" id="BLOGGER_PHOTO_ID_5271885299591764610" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style=";font-family:trebuchet ms;font-size:130%;"  &gt;Jeopardy! é um dos mais conhecidos &lt;/span&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;font-size:130%;"  &gt;game shows&lt;/span&gt;&lt;span style=";font-family:trebuchet ms;font-size:130%;"  &gt; televisivos norte-americanos cujo charme tem vindo a atrair audiências há várias décadas, especialmente após a entrade de Alex Trebek, o conhecido anfitrião deste concurso da NBC. Apesar de nunca ter sido adaptado para a televisão portuguesa, as inúmeras referências em outras produções televisivas, música popular e cinema divulgaram e imortalizaram o programa onde são os concorrentes que devem formular as perguntas para as respostas que são dadas nos monitores.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SSmKejwOSSI/AAAAAAAAAp4/7u_bTDCLy7E/s1600-h/JEO8.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 360px; height: 252px;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SSmKejwOSSI/AAAAAAAAAp4/7u_bTDCLy7E/s400/JEO8.jpg" alt="" id="BLOGGER_PHOTO_ID_5271897096412088610" border="0" /&gt;&lt;/a&gt;JEOPARDY!, versão Mega Drive (1992, GameTek)&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Anos após o seu lançamento exclusivo no mercado Norte-Americano, JEOPARDY! da GameTek foi um dos jogos com os quais passei mais tempo por via de um deficiente emulador &lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;font-size:130%;"  &gt;homebrew&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt; da Mega Drive que corria na Sega Dreamcast - no fundo uma apropriação descarada do código da antologia SEGA SMASH PACK. Entre duas edições, normal e &lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;font-size:130%;"  &gt;deluxe&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;, as horas iam-se passando em debate contra a aparente omnisciência de alguns concorrentes, num jogo essencialmente virado para a cultura, História e Geografia dos Estados Unidos da América. Porém, era duplamente recompensador atingir a fase final do jogo (&lt;span style="font-style: italic;"&gt;Final Jeopardy&lt;/span&gt;) e conseguir ganhar a edição do concurso com uma aposta bem posicionada contra a dificuldade incontornável de alguns temas, por vezes tão especificos como 'American Colleges', 'Country Music' ou 'Nursery Rhymes'.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SSmVDcvi-7I/AAAAAAAAAqA/4xvOGPX9JWw/s1600-h/JEO2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 360px; height: 252px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SSmVDcvi-7I/AAAAAAAAAqA/4xvOGPX9JWw/s400/JEO2.jpg" alt="" id="BLOGGER_PHOTO_ID_5271908725301640114" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SSmBjcRK4yI/AAAAAAAAApw/9ziJrykQqio/s1600-h/JEO3.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 360px; height: 252px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SSmBjcRK4yI/AAAAAAAAApw/9ziJrykQqio/s400/JEO3.jpg" alt="" id="BLOGGER_PHOTO_ID_5271887284697490210" border="0" /&gt;&lt;/a&gt;JEOPARDY!, versão Playstation 3 (2008, SOE).&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Posto isto, foi com grande surpresa que recebi a novíssima versão do &lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;font-size:130%;"  &gt;game show&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt; editada pela Sony Online Entertainment para a Playstation Network, renovada por um interessante editor de personagens e uma inédita componente de jogo para múltiplos jogadores &lt;span style="font-style: italic;"&gt;online&lt;/span&gt;. Tomei a liberdade de gravar um pequeno vídeo que penso ser ilustrativo da experiência, um misto de oportunidade, conhecimento, raciocínio e pura sorte como em qualquer outro jogo. O estúdio televisivo, cujos &lt;span style="font-style: italic;"&gt;décors&lt;/span&gt; se encontram fielmente representados em alta resolução, tende a parecer algo despojado devido à estranha ausência de uma representação virtual de Trebek, assim como da sua assinatura vocal inconfundível. Não obstante, uma excelente iniciativa que certamente aquecerá os ânimos de muitos seguidores numa época em que o frio começa a não perdoar.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;object height="285" width="375"&gt;&lt;embed src="http://www.youtube.com/v/4a2I8QorUQg&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="285" width="375"&gt;&lt;/embed&gt;&lt;br /&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-224800291684744931?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/224800291684744931/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=224800291684744931' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/224800291684744931'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/224800291684744931'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/11/heres-jeopardy.html' title='&lt;i&gt;Here&apos;s Jeopardy!&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/SSl_v5LFWoI/AAAAAAAAApg/iXQXlNF5CMk/s72-c/JEO6.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-5406750832798929110</id><published>2008-11-17T16:31:00.009Z</published><updated>2008-11-20T02:04:10.799Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='PDF'/><category scheme='http://www.blogger.com/atom/ns#' term='Tradução'/><category scheme='http://www.blogger.com/atom/ns#' term='Zettai Zetsumei Toshi'/><category scheme='http://www.blogger.com/atom/ns#' term='Entrevista'/><title type='text'>A criar desastres desde 2002</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SSHa8KW7c9I/AAAAAAAAApY/5sT3sLWdgP4/s1600-h/zetti1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 286px; height: 400px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SSHa8KW7c9I/AAAAAAAAApY/5sT3sLWdgP4/s400/zetti1.jpg" alt="" id="BLOGGER_PHOTO_ID_5269733766107722706" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;Devido à baixa relevância dos títulos da série ZETTAI ZETSUMEI TOSHI, torna-se extremamente difícil encontrar informação acerca da equipa de criadores da IREM que, com estes dois títulos, conseguiu imprimir uma marca pessoal de autoria que poucos tiveram o cuidado de observar com maior atenção. Como resultado de uma longa demanda em busca de informação mais completa a respeito do &lt;span style="font-style: italic;"&gt;designer&lt;/span&gt; Maki D. adquiri os dois guias oficiais dos jogos, disponíveis apenas em japonês.&lt;br /&gt;&lt;br /&gt;Com a ajuda de Sorrel Tilley, estudante de japonês em Inglaterra e membro do site NTSC-UK, foi possível disponibilizar a &lt;a href="http://bf.web.simplesnet.pt/ZZT2int.pdf"&gt;entrevista da Enterbrain&lt;/a&gt; sobre de ZETTAI ZETSUMEI TOSHI 2, conhecido na Europa por RAW DANGER, onde são interrogados Maki D. e Kujou Kazuma, produtor dos jogos. Deixo os meus mais sinceros agradecimentos ao Sorrel por me ter ajudado nesta solitária demanda, apesar de ainda não ter jogado o jogo. &lt;span style="font-style: italic;"&gt;Cheers!&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-5406750832798929110?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/5406750832798929110/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=5406750832798929110' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5406750832798929110'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5406750832798929110'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/11/senhoras-e-senhores-maki-d.html' title='A criar desastres desde 2002'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_S_6uuGL9Sg4/SSHa8KW7c9I/AAAAAAAAApY/5sT3sLWdgP4/s72-c/zetti1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-236454091831775088</id><published>2008-11-10T19:50:00.025Z</published><updated>2008-11-15T11:07:27.807Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Ryuichi Sakamoto'/><category scheme='http://www.blogger.com/atom/ns#' term='Dreamcast'/><category scheme='http://www.blogger.com/atom/ns#' term='Lack of Love'/><category scheme='http://www.blogger.com/atom/ns#' term='LOVE.de.LIC'/><title type='text'>L.O.L. - Labour of Love</title><content type='html'>&lt;a style="font-family: trebuchet ms;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SRiQ-a5fymI/AAAAAAAAAoY/-zUqAjBlY-g/s1600-h/ERASEEEEE.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 398px; height: 299px;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SRiQ-a5fymI/AAAAAAAAAoY/-zUqAjBlY-g/s400/ERASEEEEE.jpg" alt="" id="BLOGGER_PHOTO_ID_5267119166256564834" border="0" /&gt;&lt;/a&gt;  &lt;p style="font-family: trebuchet ms;font-family:trebuchet ms;"  class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Da autoria de Ryuichi Sakamoto, a banda sonora de LACK OF LOVE (2000) é uma ecléctica mistura de estilos dissonantes que oscilam entre as sonoridades electrónicas do &lt;span style="font-style: italic;"&gt;new age&lt;/span&gt; e o poder de algumas investidas instrumentais sem precedentes ao nível da composição de música para videojogos. Ao dissecar este aparente contraste, porém, é revelado um equilíbrio subjacente a toda esta obra musical: muito para além de um superficial acompanhamento sonoro, o ânimo rítmico e melódico das composições de Sakamoto revelam uma essência escondida que mais não é que a própria alma da experiência jogada.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: trebuchet ms;font-family:trebuchet ms;"  class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;Não obstante da obra vídeo lúdica ser portadora da assinatura do &lt;i&gt;game designer&lt;/i&gt; Kenichi Nishi, são da autoria de Sakamoto os conceitos básicos que predizem os contextos e esquemas de jogo, facto que certifica o profundo envolvimento do galardoado músico no projecto. Em &lt;i&gt;Opening Theme&lt;/i&gt;, Sakamoto dita um registo electrónico e etéreo onde o uso dos sintetizadores alude à mestria de Vangelis (&lt;span style="font-style: italic;"&gt;Heaven and Hell, &lt;/span&gt;&lt;span style="font-style: italic;"&gt;L'Apocalypse des Animaux&lt;/span&gt;), utilizados como adorno para um singular tema de piano erguido em pleno dentro dos seus códigos de composição. Esta faixa ilustra com grande intensidade o vazio e a solidão dos planos visuais que estabelecem o jogo, regressando com maior intensidade dramática para encerrar a trama com &lt;i style=""&gt;Ending Theme&lt;/i&gt;, onde Sakamoto reformula a melodia com variações de maior sentimentalismo, propícias ao desfecho apoteótico da narrativa.&lt;br /&gt;&lt;i style=""&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: trebuchet ms;font-family:trebuchet ms;"  class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SRiTLwV_QVI/AAAAAAAAAoo/6zFpS29toc4/s1600-h/ERASEEEEE3.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 398px; height: 299px;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SRiTLwV_QVI/AAAAAAAAAoo/6zFpS29toc4/s400/ERASEEEEE3.jpg" alt="" id="BLOGGER_PHOTO_ID_5267121594374766930" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Se em &lt;i&gt;Dream, Unity &lt;/i&gt; e &lt;i&gt;Decision&lt;/i&gt; Sakamoto revisita recursos sonoros expostos quer no seu trabalho em nome individual, quer no seu trabalho conjunto no grupo Yellow Magic Orchestra, em &lt;i&gt;Artificial Paradise&lt;/i&gt; propõe um novo ímpeto ao aliar a introversão do seu próprio método de composição de música electrónica com um inesperado ritmo &lt;i&gt;techno&lt;/i&gt; - um contraste entre &lt;span style="font-style: italic;"&gt;new age&lt;/span&gt; e&lt;span style="font-style: italic;"&gt; &lt;/span&gt;EDM que chega a evocar algumas tendências de Jarre em &lt;span style="font-style: italic;"&gt;Oxygène 7-13&lt;/span&gt;. Um contraponto a toda a obra no geral é proposto com &lt;span style="font-style: italic;"&gt;Crisis&lt;/span&gt;, um tema de cariz modernista que recorda alguns dos assaltos impetuosos de Bartók (nomeadamente em&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt; &lt;/span&gt;&lt;/span&gt;Allegro Barbaro&lt;/span&gt;).&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;font-family:trebuchet ms;"  class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;Já em &lt;i&gt;Mission&lt;/i&gt;, Sakamoto prescinde dos sons electrónicos, interpretando o tema num órgão de pedal adquirido especificamente para esta ocasião. Se escutado atentamente, é possível discernir o piar do pedal quando pressionado pelo autor, propositadamente deixado como indicador do esforço implícito ao manuseamento deste instrumento. A aquisição de sons puros e crus em instrumentos menos comuns também é verificada no tema &lt;i&gt;Transformation&lt;/i&gt; cuja nostálgica melodia foi inscrita num rolo metálico de uma caixa de música - o tema é precedido pelo som sugestivo da corda metálica a ser apertada segundos antes da música começar. Ambas as faixas revelam o desejo de Sakamoto produzir música que não fosse instantaneamente reconhecível como temas de acompanhamento para uma banda sonora de um jogo.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: trebuchet ms;" face="trebuchet ms" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;Sendo LACK OF LOVE uma fuga à maioria das regras nas quais a produção de videojogos se assenta, ou pelo menos nas suas vertentes mais comerciais, esta banda sonora original editada pela WEA Japan produz uma diversificação raramente conhecida num universo já povoado com grandes obras de alguns dos melhores músicos das últimas décadas.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" class="MsoNormal" face="trebuchet ms"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SRiS1fQ-4QI/AAAAAAAAAog/-zbqMgjVuuI/s1600-h/ERASEEEEE2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 398px; height: 299px;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SRiS1fQ-4QI/AAAAAAAAAog/-zbqMgjVuuI/s400/ERASEEEEE2.jpg" alt="" id="BLOGGER_PHOTO_ID_5267121211833245954" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Trata-se de um momento de entrega absoluta que oito anos depois ainda carece do reconhecimento devido: uma composição musical que revela em cada passagem o gosto&lt;/span&gt;&lt;span style="font-size:130%;"&gt; genuíno&lt;/span&gt;&lt;span style="font-size:130%;"&gt; &lt;/span&gt;&lt;span style="font-size:130%;"&gt;de Ryuichi Sakamoto pelo experimentalismo, numa extraordinária tentativa de demonstrar aos jogadores o poder e autoridade da componente musical num jogo de vídeo&lt;/span&gt;&lt;span style="font-size:130%;"&gt;. Presto a minha sincera homenagem não só a um dos mais importantes compositores actuais como a um trabalho que, como um símbolo, sumariza e representa alguns dos valores capazes de dirigir o meio vídeo lúdico rumo ao seu zénite artístico.&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-236454091831775088?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/236454091831775088/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=236454091831775088' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/236454091831775088'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/236454091831775088'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/11/artificial-paradise.html' title='L.O.L. - Labour of Love'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_S_6uuGL9Sg4/SRiQ-a5fymI/AAAAAAAAAoY/-zUqAjBlY-g/s72-c/ERASEEEEE.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-5326525179435537131</id><published>2008-10-19T23:30:00.027+01:00</published><updated>2008-10-26T20:45:37.619Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='Preview'/><category scheme='http://www.blogger.com/atom/ns#' term='CoreGamers'/><category scheme='http://www.blogger.com/atom/ns#' term='Entrevista'/><title type='text'>So, what now?</title><content type='html'>&lt;p&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SPvDbl7dJdI/AAAAAAAAAno/Qugqa4M1K9Q/s1600-h/000.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SPvDbl7dJdI/AAAAAAAAAno/Qugqa4M1K9Q/s400/000.jpg" alt="" id="BLOGGER_PHOTO_ID_5259011868690556370" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Apesar do baixo número de actualizações, o &lt;span style="font-style: italic;"&gt;site&lt;/span&gt; CoreGamers demonstrou alguma actividade de relevo nos últimos meses, incluindo três artigos de entrevistas com personalidades de relevo dentro da indústria: &lt;a href="http://coregamer.web.simplesnet.pt/kazdaleng.htm"&gt;Jake Kazdal&lt;/a&gt; ofereceu um depoimento sobre como viveu a intensidade dos seus anos em Tóquio na criação de jogos como REZ e SPACE CHANNEL 5; &lt;a href="http://coregamer.web.simplesnet.pt/newtonicaeng.htm"&gt;Kenichi Nishi&lt;/a&gt; concedeu ao humilde &lt;span style="font-style: italic;"&gt;site&lt;/span&gt; o primeiro artigo e entrevista sobre o seu jogo NEWTONICA; e, por fim, &lt;a href="http://coregamer.web.simplesnet.pt/enoeng.htm"&gt;Kenji Eno&lt;/a&gt;, o lendário &lt;span style="font-style: italic;"&gt;designer&lt;/span&gt; que se manteve nas sombras durante perto de uma década, dedicou algum do seu valioso tempo para responder a algumas questões.&lt;br /&gt;&lt;br /&gt;Nos próximos meses, pretendo continuar a mesma linha de artigos de Perfil, com algumas novas entrevistas que já se encontram confirmadas ou lançadas e que estarão disponíveis até ao final do ano.&lt;br /&gt;&lt;br /&gt;&lt;hr align="center" noshade="noshade" width="100%"&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SPvBfGX0TsI/AAAAAAAAAnQ/Wz1nb0Xkk8I/s1600-h/005.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SPvBfGX0TsI/AAAAAAAAAnQ/Wz1nb0Xkk8I/s400/005.jpg" alt="" id="BLOGGER_PHOTO_ID_5259009729915801282" border="0" /&gt;&lt;/a&gt;&lt;span style=";font-family:trebuchet ms;font-size:100%;"  &gt;- TAKAYOSHI SATO -&lt;/span&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;font-size:100%;"  &gt;&lt;br /&gt;CGI, Art &amp;amp; Character Designer &lt;/span&gt;&lt;span style=";font-family:trebuchet ms;font-size:100%;"  &gt;de SILENT HILL e SILENT HILL 2&lt;/span&gt;    &lt;p&gt;&lt;/p&gt;&lt;p&gt;&lt;span class="style1"  style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Após o seu trabalho em SEXY PARODIUS, Sato foi um dos convocados para a equipa liderada por Keiichirō Toyama, mais tarde conhecida pelo nome do seu primeiro título, SILENT HILL. Sato foi responsável pelas sequências CGI do primeiro jogo, assim como diversos trabalhos para a arte visual em geral e desenho de personagens. Em &lt;a href="http://coregamer.web.simplesnet.pt/silenthill2.htm"&gt;SILENT HILL 2&lt;/a&gt;, o mais laureado título de uma série recentemente transladada para os estúdios Norte-Americanos da Climax e da Double-Helix, Sato ampliou o seu papel até outros campos da produção, tendo-se responsabilizado pela escrita de uma boa porção do memorável argumento do jogo.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span class="style1"&gt;&lt;span style="font-family:trebuchet ms;"&gt; &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SPvBZHa5EBI/AAAAAAAAAnI/tBMxmw03NPI/s1600-h/004.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SPvBZHa5EBI/AAAAAAAAAnI/tBMxmw03NPI/s400/004.jpg" alt="" id="BLOGGER_PHOTO_ID_5259009627117916178" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Espero poder publicar um &lt;/span&gt;&lt;span style="font-style: italic;font-size:130%;" &gt;insight&lt;/span&gt;&lt;span style="font-size:130%;"&gt; profundo e ponderado acerca das temáticas exploradas em ambos os jogos através de uma entrevista longa e, com alguma sorte, substancial.&lt;br /&gt;&lt;br /&gt;&lt;hr align="center" noshade="noshade" width="100%"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SPvBLq63lWI/AAAAAAAAAm4/8JDanrdlD7s/s400/002.jpg" alt="" id="BLOGGER_PHOTO_ID_5259009396129109346" border="0" /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;- DYLAN CUTHBERT -&lt;br /&gt;Fundador da Q-GAMES&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;O nome de Cuthbert estará para sempre associado ao seu trabalho pioneiro no estúdio da Argonaut que lhe valeu o passaporte para directo para o Japão, nomeadamente para a Nintendo, onde começou por criar o revolucionário &lt;span style="font-style: italic;"&gt;shoot'em up&lt;/span&gt; STARFOX. Anos após a sua saída desta companhia, o &lt;span style="font-style: italic;"&gt;designer&lt;/span&gt; inglês fundou o seu próprio estúdio independente, a Q-GAMES, também sediada em Quioto. A sua série PIXEL JUNK conquistou o seu lugar de respeito no catálogo de jogos da Playstation Store, nomeadamente com o título MONSTERS e o mais recente EDEN.&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;br /&gt;&lt;hr align="center" noshade="noshade" width="100%"&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SPvBHHsGoQI/AAAAAAAAAmw/Y-Bxh3lDrag/s1600-h/001.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SPvBHHsGoQI/AAAAAAAAAmw/Y-Bxh3lDrag/s400/001.jpg" alt="" id="BLOGGER_PHOTO_ID_5259009317952463106" border="0" /&gt;&lt;/a&gt;&lt;span style=";font-family:trebuchet ms;font-size:100%;"  &gt;- Baiyon -&lt;br /&gt;Artista gráfico e compositor musical independente&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Para ampliar o foco que pretendo dar a PIXEL JUNK EDEN, enviei algumas questões a Baiyon, um artista local de Quioto que participou com a Q-Games na criação deste seu último jogo. Pautado por um visual original, EDEN também foi prendado com o seu acompanhamento sonoro de inspiração &lt;span style="font-style: italic;"&gt;techno &lt;/span&gt;minimalista, prefazendo assim um conjunto audiovisual dinâmico e hipnotizante.&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SPvBTyNvI6I/AAAAAAAAAnA/gfkk26hCKQo/s1600-h/003.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SPvBTyNvI6I/AAAAAAAAAnA/gfkk26hCKQo/s400/003.jpg" alt="" id="BLOGGER_PHOTO_ID_5259009535526249378" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;hr align="center" noshade="noshade" width="100%"&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SPvBjpIe4sI/AAAAAAAAAnY/rmLucmp8_G0/s1600-h/006.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SPvBjpIe4sI/AAAAAAAAAnY/rmLucmp8_G0/s400/006.jpg" alt="" id="BLOGGER_PHOTO_ID_5259009807966200514" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;- Auriea Harvey &amp;amp; Michaël Samym -&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;Fundadores e &lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;font-size:100%;"  &gt;game designers&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt; do estúdio Tale-Of-Tales&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Sediado na Bélgica, o estúdio Tale-of-Tales apresenta uma estrutura e aspirações pouco comuns: as suas noções de como se deve regular a criação de um videojogo encontram-se radicalmente definidas no seu &lt;/span&gt;&lt;span style="font-style: italic;font-size:130%;" &gt;Real Time Art Manifesto&lt;/span&gt;&lt;span style="font-size:130%;"&gt;, um texto que ataca com ferocidade os dogmas da indústria de videojogos actual. Com diversos projectos em execução, de entre os quais figura o promissor THE PATH, a parelha de criadores já provou ser capaz de executar alguns dos seus ideais em jogos como ENDLESS FOREST, um jogo &lt;/span&gt;&lt;span style="font-style: italic;font-size:130%;" &gt;on-line&lt;/span&gt;&lt;span style="font-size:130%;"&gt; sobre vida e comunicação, e THE GRAVEYARD, uma breve demonstração das suas tendências anti-lúdicas e pró-artísticas.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SPvB5wIA77I/AAAAAAAAAng/g606KWrk1zY/s1600-h/007.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SPvB5wIA77I/AAAAAAAAAng/g606KWrk1zY/s400/007.jpg" alt="" id="BLOGGER_PHOTO_ID_5259010187800407986" border="0" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-5326525179435537131?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/5326525179435537131/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=5326525179435537131' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5326525179435537131'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5326525179435537131'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/10/so-what-now.html' title='&lt;i&gt;So, what now?&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SPvDbl7dJdI/AAAAAAAAAno/Qugqa4M1K9Q/s72-c/000.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-7112115730318918733</id><published>2008-10-13T13:48:00.008+01:00</published><updated>2008-10-17T15:01:30.837+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Kenji Eno'/><category scheme='http://www.blogger.com/atom/ns#' term='Perfil'/><category scheme='http://www.blogger.com/atom/ns#' term='Entrevista'/><title type='text'>Enologia - Feel the different culture on the back side of the Earth</title><content type='html'>&lt;div style="text-align: right;"&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SLqFtRg476I/AAAAAAAAAXw/MXA41LxL1cI/s1600-h/ENOID.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SLqFtRg476I/AAAAAAAAAXw/MXA41LxL1cI/s400/ENOID.jpg" alt="" id="BLOGGER_PHOTO_ID_5240648129240952738" border="0" /&gt;&lt;/a&gt;&lt;span style="color: rgb(51, 102, 255);font-family:trebuchet ms;font-size:78%;"  &gt;dieubussy 2008&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=";font-family:trebuchet ms;font-size:130%;"  &gt;Já se encontram publicados no &lt;a href="http://coregamer.web.simplesnet.pt/"&gt;CoreGamers&lt;/a&gt; a &lt;a href="http://coregamer.web.simplesnet.pt/enopt3.htm"&gt;entrevista&lt;/a&gt; e &lt;a href="http://coregamer.web.simplesnet.pt/enopt.htm"&gt;artigo de perfil&lt;/a&gt; há muito prometidos sobre Kenji Eno, essa mítica personalidade do &lt;span style="font-style: italic;"&gt;game desgin &lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:trebuchet ms;font-size:130%;"  &gt;nipónico nunca antes entrevistada por um português. Por curiosidade, o título da publicação provém de uma frase que Eno usou para descrever o nosso interesse mútuo pelas culturas exóticas - ele próprio me confessou ser um entusiasta da cultura e herança portuguesa no Japão, assim como de todo o continente Europeu.&lt;br /&gt;&lt;br /&gt;Agradeço a Eno todo o tempo dispensado para que o artigo pudesse ser o mais completo possível, ainda que a promoção do jogo &lt;a href="http://coregamer.web.simplesnet.pt/newtonicapt.htm"&gt;NEWTONICA&lt;/a&gt; e a projecção do seu novo título o tenham mantido extremamente ocupado nos últimos meses. Decerto voltarei a cobrir as suas actividades assim que Eno anunciar o seu novo lançamento - data que, posso afiançar, se encontra cada vez mais próxima.&lt;br /&gt;&lt;br /&gt;O mesmo artigo se encontra facultado em inglês, a partir &lt;a href="http://coregamer.web.simplesnet.pt/enoeng.htm"&gt;desta ligação&lt;/a&gt;.&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:trebuchet ms;font-size:130%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-7112115730318918733?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/7112115730318918733/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=7112115730318918733' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7112115730318918733'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7112115730318918733'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/10/enologia-2.html' title='Enologia - &lt;i&gt;Feel the different culture on the back side of the Earth&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SLqFtRg476I/AAAAAAAAAXw/MXA41LxL1cI/s72-c/ENOID.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-7206195981174650293</id><published>2008-10-12T00:12:00.017+01:00</published><updated>2008-10-12T19:37:12.210+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Hardcoregaming 101'/><category scheme='http://www.blogger.com/atom/ns#' term='Aconcagua'/><category scheme='http://www.blogger.com/atom/ns#' term='LOVE.de.LIC'/><title type='text'>@HG101</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SPE4e_eU_5I/AAAAAAAAAmg/lOHUS02ni-s/s1600-h/lovedelic.jpg"&gt;&lt;img style="margin: 0px auto; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SPE4e_eU_5I/AAAAAAAAAmg/lOHUS02ni-s/s400/lovedelic.jpg" alt="" id="BLOGGER_PHOTO_ID_5256044345203949458" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;&lt;a href="http://hg101.classicgaming.gamespy.com/index.html"&gt;Hardcore Gaming 101&lt;/a&gt; é um site amador norte-americano, alojado no Gamespy, que se concentra em jogos, séries ou companhias de menor celebridade no mundo dos videojogos, fazendo uma abordagem profunda de diversos títulos - ainda que a orientação não seja sempre a mais consonante com as minhas perspectivas do meio vídeo lúdico. No entanto é louvável o esforço do grupo, tendo começado com apenas uns poucos contribuidores há alguns anos atrás, agora disponibilizando uma longa lista de títulos raramente tratados nas publicações &lt;span style="font-style: italic;"&gt;mainstream&lt;/span&gt;. &lt;/span&gt; &lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;&lt;br /&gt;Concedida a possibilidade de poder participar neste significante projecto, cujo público é infinitamente superior ao de qualquer outro projecto da minha autoria, lancei a minha primeira contribuição há cerca de dois meses ao entregar um trabalho de investigação sobre o extinto estúdio &lt;a href="http://hg101.classicgaming.gamespy.com/lovedelic/lovedelic.htm"&gt;LOVE&lt;span style="font-size:85%;"&gt; •&lt;/span&gt; de&lt;span style="font-size:85%;"&gt; •&lt;/span&gt; LIC&lt;/a&gt;. No processo, tomei a liberdade de criar uma pequena &lt;/span&gt;&lt;a style="font-family: trebuchet ms;" href="http://www.flickr.com/photos/22818390@N06/"&gt;biblioteca de imagens&lt;/a&gt;&lt;span style="font-family:trebuchet ms;"&gt; pertencentes aos jogos da companhia, especialmente no caso de &lt;/span&gt;&lt;a style="font-family: trebuchet ms;" href="http://www.flickr.com/photos/22818390@N06/2673592793/"&gt;UFO A DAY IN THE LIFE&lt;/a&gt;&lt;span style="font-family:trebuchet ms;"&gt;, uma obra que até então se caracterizava pela absoluta escassez de imagens publicadas &lt;span style="font-style: italic;"&gt;online&lt;/span&gt;.&lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;&lt;br /&gt;Mais recentemente, entreguei uma &lt;a href="http://hg101.classicgaming.gamespy.com/aconcagua/aconcagua.htm"&gt;análise&lt;/a&gt; ao obscuro (e precioso) &lt;a href="http://flickr.com/photos/30433631@N04/2926101321/"&gt;ACONCAGUA&lt;/a&gt;, uma aventura da autoria dos estúdios SCE lançado em 2000 que cedo se tornou uma relíquia esquecida algures na azáfama do mercado japonês do virar de século. Já em processo de captação de imagens encontra-se a minha futura contribuição para o &lt;span style="font-style: italic;"&gt;site&lt;/span&gt;, um perfil dos jogos Zettai Zetsumei Toshi: série pela qual nutro grande paixão e da qual tenho sido embaixador entre amigos e colegas.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-7206195981174650293?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/7206195981174650293/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=7206195981174650293' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7206195981174650293'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7206195981174650293'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/10/hg101.html' title='@HG101'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_S_6uuGL9Sg4/SPE4e_eU_5I/AAAAAAAAAmg/lOHUS02ni-s/s72-c/lovedelic.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-4535758407823382083</id><published>2008-10-06T09:36:00.006+01:00</published><updated>2008-10-06T10:02:58.333+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Coregaming'/><category scheme='http://www.blogger.com/atom/ns#' term='Blog'/><title type='text'>Layer 2 - Pixels at an Exhibition</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SOnT4cbFKGI/AAAAAAAAAgM/FThg2MhpvWo/s1600-h/000.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: left; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SOnT4cbFKGI/AAAAAAAAAgM/FThg2MhpvWo/s400/000.jpg" alt="" id="BLOGGER_PHOTO_ID_5253963406960306274" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SOnT4cbFKGI/AAAAAAAAAgM/FThg2MhpvWo/s1600-h/000.jpg"&gt;&lt;/a&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Parafraseando a célebre obra de Mussorgsky, &lt;a href="http://pixelsatanexhibition.blogspot.com/"&gt;Pixels at and Exhibition&lt;/a&gt; é uma nova camada do &lt;span style="font-style: italic;"&gt;blog&lt;/span&gt; CoreGaming para onde serão relegados os &lt;span style="font-style: italic;"&gt;posts&lt;/span&gt; de maior pendor visual, assim como futuras captações de imagens ou vídeos. A intenção é concentrar os conteúdos gráficos num local dedicado, mantendo este CoreGaming um espaço essencialmente composto de escrita ilustrada. O acesso encontra-se a partir de agora situado no topo do menu de opções desta página.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-4535758407823382083?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/4535758407823382083/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=4535758407823382083' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4535758407823382083'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4535758407823382083'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/10/layer-2-pixels-at-exhibition.html' title='Layer 2 - Pixels at an Exhibition'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SOnT4cbFKGI/AAAAAAAAAgM/FThg2MhpvWo/s72-c/000.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-231762063381619627</id><published>2008-10-01T10:15:00.008+01:00</published><updated>2008-10-01T10:55:34.772+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Zettai Zetsumei Toshi'/><category scheme='http://www.blogger.com/atom/ns#' term='Irem'/><title type='text'>Zettai Zetsumei Toshi 3</title><content type='html'>&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;Não sendo hábito preencher este espaço com notícias, o anúncio de um novo episódio da série ZETTAI ZETSUMEI TOSHI não podia de forma alguma ser ignorado, numa altura em que se perfilam novos e promissores lançamentos para a consola portátil da Sony. Ainda sem informações no &lt;span style="font-style: italic;"&gt;site&lt;/span&gt; da IREM, ZETTAI ZETSUMEI TOSHI 3 parece seguir um esquema semelhante aos jogos anteriores, na Europa &lt;a href="http://coregamer.web.simplesnet.pt/sosfinalescape.htm"&gt;SOS THE FINAL ESCAPE&lt;/a&gt; e RAW DANGER, prometendo trazer consigo novas personagens e uma nova intriga. Justifica-se, de resto, a relutância da IREM em responder aos meus pedidos de informação quanto ao novo projecto do &lt;span style="font-style: italic;"&gt;game designer&lt;/span&gt; Maki D. O lançamento está previsto para 2009 no Japão.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://dieubussy.web.simplesnet.pt/zettai300.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SONDGZP5SCI/AAAAAAAAAdQ/J1DVKMVP1jg/s400/ZETTAI3.jpg" alt="" id="BLOGGER_PHOTO_ID_5252115367579961378" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://dieubussy.web.simplesnet.pt/zettai301.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SONDecrTNnI/AAAAAAAAAdY/H3QdiMT0PmQ/s400/ZETTAI33.jpg" alt="" id="BLOGGER_PHOTO_ID_5252115780817073778" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:85%;"&gt;fonte: Famitsu&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-231762063381619627?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/231762063381619627/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=231762063381619627' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/231762063381619627'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/231762063381619627'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/10/zettai-zetsumei-toshi-3.html' title='Zettai Zetsumei Toshi 3'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_S_6uuGL9Sg4/SONDGZP5SCI/AAAAAAAAAdQ/J1DVKMVP1jg/s72-c/ZETTAI3.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-2043562078273561851</id><published>2008-09-25T21:58:00.004+01:00</published><updated>2008-09-25T22:04:16.899+01:00</updated><title type='text'>Q3</title><content type='html'>&lt;br&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://coregamer.web.simplesnet.pt/q3.htm"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SNv8bNU35SI/AAAAAAAAAc4/JZcZf8rDf7I/s200/questionmark.jpg" alt="" id="BLOGGER_PHOTO_ID_5250067334994322722" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div  style="text-align: center; color: rgb(51, 51, 255);font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;#Q3&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;br&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-2043562078273561851?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/2043562078273561851/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=2043562078273561851' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2043562078273561851'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2043562078273561851'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/09/q3.html' title='Q3'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SNv8bNU35SI/AAAAAAAAAc4/JZcZf8rDf7I/s72-c/questionmark.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-6088785072039133378</id><published>2008-09-21T21:04:00.010+01:00</published><updated>2008-09-21T22:02:55.413+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='United Game Artists'/><category scheme='http://www.blogger.com/atom/ns#' term='Perfil'/><category scheme='http://www.blogger.com/atom/ns#' term='Entrevista'/><category scheme='http://www.blogger.com/atom/ns#' term='Rez'/><title type='text'>Um americano em Tóquio</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SNa123l5RdI/AAAAAAAAAcw/NSWfKQ82zeU/s1600-h/cac40.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SNa123l5RdI/AAAAAAAAAcw/NSWfKQ82zeU/s400/cac40.jpg" alt="" id="BLOGGER_PHOTO_ID_5248582369987347922" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;Está a partir deste momento disponível um artigo da secção &lt;a href="http://coregamer.web.simplesnet.pt/kazdalpt.htm"&gt;Perfil sobre Jake Kazdal&lt;/a&gt;, um artista de origem norte-americana que conseguiu atravessar o Pacífico rumo à United Game Artists, um dos mais laureados estúdios da SEGA japonesa sob a direcção artística do pródigo Tetsuya Mizuguchi. Como tem vindo a ser privilégio dos meus últimos artigos para o site CoreGamers, o artigo completa-se com uma pequena entrevista centrada no seu trabalho no jogo REZ, revelando algumas informações e composições visuais inéditas - mais um trabalho de investigação que publico em formato &lt;a href="http://coregamer.web.simplesnet.pt/kazdaleng.htm"&gt;bilingue&lt;/a&gt;.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;(Na foto: esquerda, Hotta-San, &lt;span style="font-style: italic;"&gt;background artist de &lt;/span&gt;REZ, Okamine-Chan, &lt;span style="font-style: italic;"&gt;asset producer&lt;/span&gt;, Kazdal e &lt;span style="font-style: italic;"&gt;character designer&lt;/span&gt; e Takamura-San, &lt;span style="font-style: italic;"&gt;character artists&lt;/span&gt; - Inverno de 2007)&lt;br /&gt;&lt;p&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-6088785072039133378?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/6088785072039133378/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=6088785072039133378' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/6088785072039133378'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/6088785072039133378'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/09/um-americano-em-t.html' title='Um americano em Tóquio'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SNa123l5RdI/AAAAAAAAAcw/NSWfKQ82zeU/s72-c/cac40.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-7704266661666145961</id><published>2008-09-21T01:19:00.022+01:00</published><updated>2008-09-21T19:49:48.462+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Documentário'/><category scheme='http://www.blogger.com/atom/ns#' term='Arcade'/><category scheme='http://www.blogger.com/atom/ns#' term='Donkey Kong'/><title type='text'>Wiebe versus Mitchell</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SNYsf67qYBI/AAAAAAAAAbY/Kd89nHdrDxg/s1600-h/king+o+kong.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SNYsf67qYBI/AAAAAAAAAbY/Kd89nHdrDxg/s400/king+o+kong.jpg" alt="" id="BLOGGER_PHOTO_ID_5248431342653956114" border="0" /&gt;&lt;/a&gt;&lt;span style=";font-family:trebuchet ms;font-size:130%;"  &gt;&lt;br /&gt;O primeiro êxito de &lt;span style="font-style: italic;"&gt;arcade&lt;/span&gt; da história, PONG de Al Alcorn e Nolan Bushnell, propunha uma modalidade de competição apenas acessível a dois jogadores simultâneos. A contrastar com o ecrã negro e apagado desenhavam-se dois traços brancos a representar cada um dos oponentes, enquanto que uma linha vertical dividia o campo de jogo e um diminuto quadrado branco movimentava-se pelo monitor representando a bola, agente do caos.&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;Com jogos posteriores como BREAKOUT, Steve Jobs e Steve Wozniak implementaram, para além do primeiro jogo a cores da história, a experiência &lt;/span&gt;&lt;span style="font-style: italic;font-size:130%;" &gt;single player&lt;/span&gt;&lt;span style="font-size:130%;"&gt; por excelência, onde o objectivo era dominar um puzzle abstracto de peças, verticalizando a configuração formal do jogo de Bushnell e Alcorn: os tijolos agrupados substituíram o oponente humano, reforçando-se o conceito de jogo como entretenimento subjectivo, numa partilha directa entre o jogador e o sistema.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SNYrPCTpyQI/AAAAAAAAAbQ/2nBRdzpFqlI/s1600-h/kok06.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SNYrPCTpyQI/AAAAAAAAAbQ/2nBRdzpFqlI/s400/kok06.jpg" alt="" id="BLOGGER_PHOTO_ID_5248429953064225026" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;A partir do exemplo das máquinas de &lt;/span&gt;&lt;span style="font-style: italic;font-size:130%;" &gt;pinball &lt;/span&gt;&lt;span style="font-size:130%;"&gt;foi mais tarde implementado o conceito de 'pontuação máxima'&lt;/span&gt;&lt;span style="font-size:130%;"&gt;, estreado com SEA WOLF (1976, Midway), mais tarde reinventado com a possibilidade de assinar o recorde com o jogo STAR FIRE (1980, Exidy). Com a inserção das iniciais, as pontuações em letras vivas e coloridas sobre o negro frio dos ecrãs passaram a ter um novo impacto entre os jogadores, na medida em que só os mais extraordinários resultados figuravam e permaneciam nas tabelas. Davam-se os primeiros passos rumo à era do &lt;span style="font-style: italic;"&gt;high score&lt;/span&gt;, essa máxima omnipresente nos domínios do &lt;span style="font-style: italic;"&gt;coin-op&lt;/span&gt;.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SNV2d-HuTmI/AAAAAAAAAag/ICQ1eDZItag/s1600-h/kok02.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SNV2d-HuTmI/AAAAAAAAAag/ICQ1eDZItag/s400/kok02.jpg" alt="" id="BLOGGER_PHOTO_ID_5248231198033858146" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;Explorando o submundo das competições de clássicos do jogo &lt;/span&gt;&lt;span style="font-style: italic;font-size:130%;" &gt;arcade&lt;/span&gt;&lt;span style="font-size:130%;"&gt;, THE KING OF KONG - A FISTFUL OF QUARTERS parte de um episódio mítico para a história dos &lt;span style="font-style: italic;"&gt;videojogos&lt;/span&gt;, onde a Life Magazine convidou, no final de 1982, os recordistas dos mais populares títulos dos salões recreativos para uma sessão fotográfica na cidade de Iowa. Billy Mitchel, na altura um jovem que fazia a sua vida nestes salões, apareceu como o recordista do jogo CENTIPEDE, ainda que o seu recorde também constasse do jogo DONKEY KONG - visto neste meio como o jogo mais desafiante de toda a história.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SNV2x3726oI/AAAAAAAAAao/fyXPspaukds/s1600-h/kok03.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SNV2x3726oI/AAAAAAAAAao/fyXPspaukds/s400/kok03.jpg" alt="" id="BLOGGER_PHOTO_ID_5248231539970861698" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;Durante anos, Mitchell permaneceu ligado ao mundo das competições, após receber o prémio de &lt;/span&gt;&lt;span style="font-style: italic;font-size:130%;" &gt;Jogador do Século&lt;/span&gt;&lt;span style="font-size:130%;"&gt; e de se tornar um valioso amigo do grupo Twin Galaxies, uma associação fundada por Walter Day com o objectivo inédito de registar, comprovar e guardar os recordes atingidos em jogos electrónicos&lt;/span&gt;&lt;span style="font-size:130%;"&gt;. O seu recorde em DONKEY KONG, de 874.300 pontos (atingido pouco tempo depois do artigo da Life em 1982) permaneceu intocado durante décadas - na opinião de muitos, a marca mais alta que alguma vez se poderia atingir no jogo da Nintendo.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SNV3cGVa7AI/AAAAAAAAAaw/pe1ByNs1S7Q/s1600-h/kingofkong1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SNV3cGVa7AI/AAAAAAAAAaw/pe1ByNs1S7Q/s400/kingofkong1.jpg" alt="" id="BLOGGER_PHOTO_ID_5248232265390681090" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Porém o protagonismo do documentário de Seth Gordon recai sobre Steve Wiebe, um jogador assíduo porém desconhecido entre os grupos de entusiastas do mundo &lt;/span&gt;&lt;span style="font-style: italic;font-size:130%;" &gt;arcade&lt;/span&gt;&lt;span style="font-size:130%;"&gt;, que após uma visita à página de Internet da Twin Galaxies decidiu escrever as suas iniciais na tabela de &lt;/span&gt;&lt;span style="font-style: italic;font-size:130%;" &gt;high score&lt;/span&gt;&lt;span style="font-size:130%;"&gt; de DONKEY KONG, precisamente na posição mais alta, destronando a velha marca de Mitchell, um dogma no mundo do &lt;span style="font-style: italic;"&gt;arcade classic gaming&lt;/span&gt;. Longe de saudável, a competição entre ambos os jogadores torna-se uma jornada de elevado desgaste físico e psicológico.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SNV34WGnl-I/AAAAAAAAAbA/6MFKGynyoTs/s1600-h/kingofkong2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SNV34WGnl-I/AAAAAAAAAbA/6MFKGynyoTs/s400/kingofkong2.jpg" alt="" id="BLOGGER_PHOTO_ID_5248232750659901410" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Por debaixo da aparente idiotice e imaturidade da competição e de alguns dos seus participantes, THE KING OF KONG explora alguns aspectos mais profundos não só da sociedade de jogadores - responde à pergunta frequentemente proposta sobre o que aconteceu aos velhos repetentes dos salões de jogos após a época de ouro e a mutação dos hábitos do vídeojogador - como da própria sociedade Norte-Americana e do inculcamento do hábito de competição e de reverência pelo papel de vencedor. Ao evitar uma focagem directa sobre os jogos ou questões de fundo relativas à indústria, divagando em análises ou recapitulações, o filme releva a dimensão humana, familiar e sociológica congénita dos jogo de vídeo, enquanto enfatiza o esforço coordenado que os primeiros êxitos dos salões recreativos exigiam.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SNV3q9ORKgI/AAAAAAAAAa4/TLsP6dXZJLM/s1600-h/kingofkong3.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SNV3q9ORKgI/AAAAAAAAAa4/TLsP6dXZJLM/s400/kingofkong3.jpg" alt="" id="BLOGGER_PHOTO_ID_5248232520642800130" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;Como seria de esperar de um documentário desta natureza, A FISTFUL OF QUARTERS é um exercício fílmico parcial que manipula inofensivamente o espectador. Longe de estereotipados, os seus intervenientes são pessoas reais cuja ligação de longa data com o fenómeno vídeo lúdico surtiu efeitos na forma como exercem os seus estilos de vida, por vezes alternativos ou aberrantes. Em última análise, é esse o grande feito do filme de Green, um retrato de grupo de diversas pessoas unidas pelo facto de terem sido membros pioneiros nos inícios da indústria, confrontados com a obrigação de se inserirem numa sociedade que não compreende as suas origens culturais.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SNYrK386uvI/AAAAAAAAAbI/0nChL6Ru1F8/s1600-h/kok05.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SNYrK386uvI/AAAAAAAAAbI/0nChL6Ru1F8/s400/kok05.jpg" alt="" id="BLOGGER_PHOTO_ID_5248429881565035250" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-7704266661666145961?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/7704266661666145961/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=7704266661666145961' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7704266661666145961'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/7704266661666145961'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/09/wiebe-versus-mitchell.html' title='Wiebe &lt;i&gt;versus&lt;/i&gt; Mitchell'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SNYsf67qYBI/AAAAAAAAAbY/Kd89nHdrDxg/s72-c/king+o+kong.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-3529492345694908796</id><published>2008-09-17T20:49:00.007+01:00</published><updated>2008-09-20T13:45:58.677+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Kenji Eno'/><category scheme='http://www.blogger.com/atom/ns#' term='WARP'/><category scheme='http://www.blogger.com/atom/ns#' term='Imagens'/><category scheme='http://www.blogger.com/atom/ns#' term='Enemy Zero'/><title type='text'>In space, no one can hear you scream. . .</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://flickr.com/photos/30224955@N02/sets/72157607344330494/"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SNQxu5sQjkI/AAAAAAAAAaI/YQcm-a8kMdE/s400/ERASEme.jpg" alt="" id="BLOGGER_PHOTO_ID_5247874147623669314" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style=";font-family:'trebuchet ms';font-size:130%;"  &gt;&lt;span style="font-family:trebuchet ms;"&gt;Testemunho habilíssimo de uma época dourada do grafismo&lt;span style="font-style: italic;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style=";font-family:'trebuchet ms';font-size:130%;"  &gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;span style="font-style: italic;"&gt;pre&lt;/span&gt;-&lt;span style="font-style: italic;"&gt;render&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style=";font-family:'trebuchet ms';font-size:130%;"  &gt;&lt;span style="font-family:trebuchet ms;"&gt;, ENEMY ZERO foi uma esforçada tentativa de recriar um Ser Humano na sua complexa anatomia, movimentos corporais e expressões faciais. Na sua segunda participação num jogo, a &lt;span style="font-style: italic;"&gt;synthespian&lt;/span&gt; Laura foi de novo posicionada num ambiente hostil e isolado, após a sua jornada demoníaca vivida em D. Perante a ameaça invisível mas severamente real que atemoriza a estação espacial AKI, Laura continua uma das faces intrépidas do pavor e do suspense no fascinante género dos jogos de terror.&lt;br /&gt;&lt;br /&gt;Até na ausência dos acordes dessincronizados de Michael Nyman, esta extensiva &lt;a href="http://flickr.com/photos/30224955@N02/sets/72157607344330494/"&gt;galeria de imagens&lt;/a&gt; de ENEMY ZERO (disponibilizada pelo próprio Kenji Eno no decurso do artigo de investigação que em breve estará disponível no site &lt;a href="http://coregamer.web.simplesnet.pt/"&gt;CoreGamers&lt;/a&gt;) retém um indelével poder estético: certamente um momento de ditosa nostalgia para aqueles que ousaram explorar este cenário interactivo da mítica WARP. Para os restantes, espero que consista num momento de aprendizagem e enriquecimento da sua cultura vídeo lúdica.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt; &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-3529492345694908796?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/3529492345694908796/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=3529492345694908796' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3529492345694908796'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3529492345694908796'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/09/in-space-no-one-can-hear-you-scream.html' title='In space, no one can hear you scream. . .'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SNQxu5sQjkI/AAAAAAAAAaI/YQcm-a8kMdE/s72-c/ERASEme.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-3558467550613847059</id><published>2008-09-16T19:10:00.016+01:00</published><updated>2008-09-17T00:38:52.559+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Hanjuku Eyuu'/><category scheme='http://www.blogger.com/atom/ns#' term='Takashi Tokita'/><category scheme='http://www.blogger.com/atom/ns#' term='Square-Enix'/><title type='text'>半熟銀河弁当 ( Hanjuku Ginga Bentō )</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/30433631@N04/2862542013/sizes/l/in/set-72157607328647211/"&gt;&lt;img style="cursor: pointer; width: 400px;" src="http://dieubussy.web.simplesnet.pt/hanjuku1small.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Uma das mais populares exuberâncias da cozinha japonesa, as refeições Bent&lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt;ō são caracterizadas por uma série variada de alimentos divididos em porções individuais, engenhosamente dispostos pelas divisórias de uma pequena caixa. Encontrando as suas origens mais remotas no período Kamakura, durante o século XVII, este modelo de confecção de refeições adaptou-se ao longo dos anos, tendo sido usado por viajantes e em celebrações populares, servido nas mais tradicionais caixas de lacre. Actualmente, a caixa de &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Bent&lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt;ō&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt; é essencialmente servida como uma refeição rápida e prática que se pode encontrar em locais diversos, desde restaurantes especializados até transportes públicos.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/30433631@N04/2862538185/sizes/l/in/set-72157607328647211/"&gt;&lt;img style="cursor: pointer; width: 400px;" src="http://dieubussy.web.simplesnet.pt/hanjuku3small.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;Capturando a singularidade desta forma de servir e decorar os alimentos, HANJUKU EIYUU 4 ostenta um vistoso &lt;span style="font-style: italic;"&gt;packaging&lt;/span&gt; que, como o jogo em questão, se revela altamente inesperado e surpreendente. Questionando o argumento recorrente de que a Square-Enix se encontra afogada no seu marasmo, é estimulante observar como uma das suas séries mais antigas tem vindo a sobreviver, com pouco mais que um punhado de jogos entre diversas plataformas, desde 1988  até à actualidade. Ímpar no género RTS devido à sua veia cómica irregular e sistema de jogo graciosamente desconchavado, HANJUKU HERO (tradução mediante o &lt;span style="font-style: italic;"&gt;furigana&lt;/span&gt;) é um projecto que faz parelha com LIVE-A-LIVE ou THE BOUNCER no papel de título secundário dentro da longa lista de projectos dirigidos pelo visionário Takashi Tokita, bem mais reconhecido pelo seu trabalho em CHRONO TRIGGER ou PARASITE EVE.&lt;br /&gt;&lt;br /&gt;Apesar de continuar absolutamente válida a regra que o bom &lt;span style="font-style: italic;"&gt;package design&lt;/span&gt; não se traduz num bom jogo, será igualmente inegável que a indústria actual, no que diz respeito a esta matéria, se tem retraído face à estandardização de formatos: denota-se, inclusivamente, que as ditas edições especiais da maioria dos títulos não legitimam, sequer, o seu próprio estatuto. Creio que por essa razão merece o destaque esta forma empreendedora de adornar um jogo, de ousar evadir a trivialidade da embalagem comum através alegre exercício de humor e criatividade.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/30433631@N04/2863380024/sizes/l/in/set-72157607328647211/"&gt;&lt;img style="cursor: pointer; width: 400px;" src="http://dieubussy.web.simplesnet.pt/hanjuku7small.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/30433631@N04/2862549467/in/set-72157607328647211/"&gt;&lt;img style="cursor: pointer; width: 400px;" src="http://dieubussy.web.simplesnet.pt/hanjuku9small.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-3558467550613847059?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/3558467550613847059/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=3558467550613847059' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3558467550613847059'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3558467550613847059'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/09/hanjuku-ginga-bent.html' title='半熟銀河弁当 ( Hanjuku Ginga Bentō )'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-2242969816161928101</id><published>2008-09-15T19:32:00.019+01:00</published><updated>2008-09-16T17:23:15.475+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mundos Esquecidos'/><category scheme='http://www.blogger.com/atom/ns#' term='NES'/><title type='text'>Bird Week</title><content type='html'>&lt;blockquote  style="font-family:trebuchet ms;"&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;" &gt;&lt;br /&gt;Behold the fowls of the air: for they sow not, neither do they         reap, nor gather into barns; yet your heavenly Father feedeth         them.&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div style="text-align: right;"&gt;&lt;span style="font-size:78%;"&gt;Matthew 6:2&lt;span style="font-style: italic;"&gt;6&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://media.strategywiki.org/images/0/09/Birdweek_box.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://media.strategywiki.org/images/0/09/Birdweek_box.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div  style="text-align: left;font-family:trebuchet ms;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;A violência, crueldade e imoralidade são características comuns ao retrato generalizado que muitos esboçam sobre o mundo dos jogos de vídeo. Em boa verdade, tais pontos são dominantes em certos sectores do mercado actual, porém não reflectem de forma alguma a verdadeira natureza dos jogos de vídeo, que por vezes ainda nos reservam exemplos de majestosa harmonia como é o caso deste BIRD WEEK.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;p style="font-family: trebuchet ms;"&gt;&lt;img src="http://dieubussy.web.simplesnet.pt/birdweek/BIRD002.jpg" /&gt;&lt;/p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Criado pela Lenar, um estúdio que pouco ou nada dirá à maioria dos actuais jogadores, BIRD WEEK representa de forma singela um ecossistema onde o jogador é remetido ao papel de um pássaro, maduro e autónomo, capaz de enfrentar os diversos riscos implícitos à cadeia alimentar de forma a nutrir as suas crias. Com um &lt;span style="font-style: italic;"&gt;scoreboard&lt;/span&gt; de função quase insignificante, toda a acção de procura de alimento e evasão dos obstáculos se encontra subtilmente temporizada pelos pequenos pássaros protegidos no ninho, que manifestam com frequência o seu apetite: na eventualidade de uma cria permanecer demasiado tempo sem alimento, esta desfalecerá, tirando consigo uma tentativa (vulgo &lt;span style="font-style: italic;"&gt;vida&lt;/span&gt;) do próprio jogador.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;p style="font-family: trebuchet ms;"&gt;&lt;img src="http://dieubussy.web.simplesnet.pt/birdweek/BIRD003.jpg" /&gt;&lt;/p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;O alimento abunda na forma de insectos que voam erraticamente, os quais teremos de colher e transportar de volta até ao ninho. Outros objectos, como o cogumelo, podem ser usados de forma mais criativa ao anular os padrões de movimentos de alguns animais que, por sua vez, encarnam o papel de inimigos ou opositores dentro do ambiente de jogo.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;Ainda que o jogo obedeça em absoluto aos esquemas de jogo arcade na sua fragmentação em diversos níveis - ressalvo que o seu ano de lançamento foi 1986 -, existe uma grande diferenciação concedida pela mudança das estações do ano e a forma como a natureza se transforma, usando de novas cores e padrões com cada estação: com as folhas caídas no castanho do Outono ou flores encarnadas no auge da Primavera, a floresta vai-se tornando um local mais habitado e mais perigoso ao ponto de restar pouco espaço no qual o pássaro pode voar e procurar os pequenos insectos.&lt;/span&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;p style="font-family: trebuchet ms;"&gt;&lt;img src="http://dieubussy.web.simplesnet.pt/birdweek/BIRD004.jpg" /&gt;&lt;/p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;É louvável a simplicidade deste título, não isenta de poderosas mensagens que, de forma imperceptível, são transmitidas no decorrer do jogo. No local onde as crias se encontram, o ninho na copa das árvores, o jogador torna-se imune, ainda que alguma outra criatura possa por ele passar – algo que fora desta zona de abrigo e segurança implicaria a perda de uma tentativa de jogo. Com o incremento da dificuldade do jogo, o ninho torna-se um ponto de refúgio e de segurança do mundo exterior, um local de chegada e de partida que concede o equilíbrio ao jogo. Outro aspecto de relevo encontra-se na belíssima representação temática do pássaro, ou mãe, que apenas recolhe alimento para oferecer às suas crias, não conservando nenhum para si. Tais delicadas formosuras do mundo animal são espelhadas com uma impressionante visão técnica no cenário terno e carinhoso que compõe BIRD WEEK.&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-2242969816161928101?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/2242969816161928101/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=2242969816161928101' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2242969816161928101'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/2242969816161928101'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/09/bird-week.html' title='Bird Week'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-6903950245761704579</id><published>2008-09-10T18:17:00.016+01:00</published><updated>2008-09-11T02:18:36.753+01:00</updated><title type='text'>SEGA, Tomo I - IV</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SMgVk58DM7I/AAAAAAAAAYw/sV7k3g0g_kE/s1600-h/ALLE.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SMgVk58DM7I/AAAAAAAAAYw/sV7k3g0g_kE/s400/ALLE.jpg" alt="" id="BLOGGER_PHOTO_ID_5244465489845105586" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Interligados pela forma como abordam a história da SEGA, estes quatro livros de diferentes origens e datas de publicação inteiram uma grupo restrito e muito conceituado entre os mais nostálgicos seguidores do percurso da empresa nipónica. À excepção de alguns capítulos soltos, a história da SEGA tem sido objecto de negligência por parte dos investigadores ocidentais nas dezenas largas de publicações já disponíveis sobre a História dos Videojogos em geral. Estes são quatro volumes &lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt;raros, visualmente apetecíveis e de extraordinária qualidade de conteúdos, muito distantes das dezenas de &lt;span style="font-style: italic;"&gt;wikis&lt;/span&gt; e &lt;span style="font-style: italic;"&gt;fansites&lt;/span&gt; no que diz respeito à fidedignidade da informação e à sua abrangência temática.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;- SEGA ARCADE HISTORY -&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div  style="text-align: center;font-family:trebuchet ms;"&gt;&lt;div style="text-align: justify;"&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SMgBaJ0FKpI/AAAAAAAAAYA/Ir6kGNxtHp8/s1600-h/SAH.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SMgBaJ0FKpI/AAAAAAAAAYA/Ir6kGNxtHp8/s400/SAH.jpg" alt="" id="BLOGGER_PHOTO_ID_5244443314895530642" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/29232239@N04/2845261773/in/set-72157607217669715/"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size:85%;"&gt;Ver mais fotos (Flickr Album)&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Qualquer abordagem sobre o passado da SEGA seria redutora caso não fosse dada grande ênfase ao seu prolongado domínio no sector de entretenimento em formato &lt;span style="font-style: italic;"&gt;arcade&lt;/span&gt;, factor que de resto se encontra na génese da empresa e se incrementa a partir da segunda década de oitenta. Com a exactidão e precisão que apenas um documento de investigação interna podem oferecer, SEGA Arcade History reproduz toda a história de mecanismos, sistemas e programas desenhados ao longo de mais de meio século de inovações tecnológicas e de revoluções desta indústria. São solenes os testemunhos de alguns dos pais fundadores das divisões AM, como o caso de Hisashi Suzuki, Akira Nagai e, como não poderia deixar de ser, Yu Suzuki.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;SEGA CONSUMER HISTORY&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;  &lt;/span&gt;&lt;div  style="text-align: center;font-family:trebuchet ms;"&gt;&lt;span style="font-size:85%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SMgBn0mA0iI/AAAAAAAAAYI/5sHPMysdP50/s1600-h/SCH.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SMgBn0mA0iI/AAAAAAAAAYI/5sHPMysdP50/s400/SCH.jpg" alt="" id="BLOGGER_PHOTO_ID_5244443549717549602" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size:85%;"&gt;&lt;a href="http://www.flickr.com/photos/29232239@N04/2846111784/in/set-72157607217669715/"&gt;Mais fotos (Flickr)&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt; &lt;span style="font-family:trebuchet ms;"&gt;Tomando como ponto de partida o lançamento da consola SG-1000, este volume consiste de um relato igualmente preciso de todos os lançamentos da empresa até ao seu ponto de remodelação. Entre datas, descrições e especificações técnicas dos sistemas, destacam-se as entrevistas com algumas das personalidades de topo da empresa, nomeadamente Hideki Sato, Youchi Miyaji ou o célebre &lt;span style="font-style: italic;"&gt;designer&lt;/span&gt; Yuji Naka. &lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt;Consumer History, volume gémeo da de Arcade History publicado pela Famitsu DC, surge amplamente ilustrado com imagens de alta qualidade, dissecando em absoluto os sistemas caseiros da SEGA ao longo de diversas páginas dedicadas, incluindo listagens completas de &lt;span style="font-style: italic;"&gt;software&lt;/span&gt;.&lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;16 BIT&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;  &lt;/span&gt;&lt;div  style="text-align: center;font-family:trebuchet ms;"&gt;&lt;span style="font-size:85%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SMgCPDVIzLI/AAAAAAAAAYQ/ANp6bsp8mKI/s1600-h/16BIT1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SMgCPDVIzLI/AAAAAAAAAYQ/ANp6bsp8mKI/s400/16BIT1.jpg" alt="" id="BLOGGER_PHOTO_ID_5244444223688199346" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size:85%;"&gt;&lt;a href="http://www.flickr.com/photos/29232239@N04/2845273637/in/set-72157607217669715/"&gt;Mais fotos (Flickr)&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt; &lt;span style="font-family:trebuchet ms;"&gt;Também conhecida como a enciclopédia Mega Drive, 16BIT debruça-se por completo na história da consola e detalha a sua ludoteca com descrições, imagens e testemunhos em primeira pessoa de alguns protagonistas da época de ouro da SEGA. A análise dos títulos divide-se em capítulos, representantes de cada um dos oito anos de actividade da consola desde 1988 até 1996 - perto de uma década de sobrevivência no mercado incluindo os dois sistemas &lt;span style="font-style: italic;"&gt;add-on&lt;/span&gt;, Mega-CD e 32X. Assumida como a consola de maior relevo na história da empresa de Öta, a Mega Drive vê-se desta forma celebrada num livro intensivo e informado, curiosamente acompanhado de uma miniatura da consola no interior da caixa de cartão que guarda e adorna o livro.&lt;/span&gt;  &lt;span style="font-weight: bold;font-family:trebuchet ms;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;" &gt;SEGA VIDEO GAME ILLUSTRATIONS&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a style="font-family: trebuchet ms;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SMgDWfdy86I/AAAAAAAAAYY/TIaZEdDZnkA/s1600-h/SGI.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SMgDWfdy86I/AAAAAAAAAYY/TIaZEdDZnkA/s400/SGI.jpg" alt="" id="BLOGGER_PHOTO_ID_5244445451011421090" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size:85%;"&gt;&lt;a href="http://www.flickr.com/photos/29232239@N04/2744074066/in/set-72157607217669715/"&gt;Mais fotos (Flickr)&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Como que uma ode à arte de ilustração e de &lt;/span&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;" &gt;design&lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt; conceptual, Sega Videogame Illustrations é um livro que aborda a produção de desenhos de capas para videojogos da SEGA durante o arranque da geração Mega Drive, numa compilação memorável de imagens - algumas das quais perfeitamente inéditas - acompanhadas de uma breve descrição introduzida pelos próprios autores. Em grande semelhança com o comum livro de arte, são destacados os autores, a data de criação, assim como os materiais ou técnicas implícitas a cada imagem. No folhear este catálogo, cada página é um momento nostálgico e altamente evocativo.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-6903950245761704579?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/6903950245761704579/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=6903950245761704579' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/6903950245761704579'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/6903950245761704579'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/09/sega-tomo-i-iv.html' title='SEGA, Tomo I - IV'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SMgVk58DM7I/AAAAAAAAAYw/sV7k3g0g_kE/s72-c/ALLE.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-3651019678242038984</id><published>2008-08-31T12:47:00.003+01:00</published><updated>2008-08-31T13:08:07.136+01:00</updated><title type='text'>Enologia</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SLqFtRg476I/AAAAAAAAAXw/MXA41LxL1cI/s1600-h/ENOID.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SLqFtRg476I/AAAAAAAAAXw/MXA41LxL1cI/s400/ENOID.jpg" alt="" id="BLOGGER_PHOTO_ID_5240648129240952738" border="0" /&gt;&lt;/a&gt;&lt;span style=";font-family:trebuchet ms;font-size:130%;"  &gt;&lt;br /&gt;Durante as últimas semanas, tenho vindo a trocar ideias com Kenji Eno, fundador do estúdio WARP e responsável por títulos como D ou ENEMY ZERO. Adepto das novas tecnologias e de estilos de vida alternativos, Eno proporcionou-me uma visão diferente da realidade dos acontecimentos como vistos pelo interior, ao longo de muitas mensagens trocadas e que infelizmente se tornam difíceis de transpor para o formato de entrevista. Não obstante, o artigo promete conter algumas informações únicas e inéditas acerca da vida e carreira de um dos meus primeiros ícones no mundo do &lt;span style="font-style: italic;"&gt;game design&lt;/span&gt;. Farei o devido &lt;span style="font-style: italic;"&gt;update&lt;/span&gt; desta entrada assim que o artigo for publicado.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-3651019678242038984?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/3651019678242038984/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=3651019678242038984' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3651019678242038984'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3651019678242038984'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/08/enologia.html' title='Enologia'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SLqFtRg476I/AAAAAAAAAXw/MXA41LxL1cI/s72-c/ENOID.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-864133020258628783</id><published>2008-08-27T17:50:00.008+01:00</published><updated>2008-08-28T11:57:35.289+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Entrevista'/><title type='text'>A perspectiva de Guillermo del Toro</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SLWIiXHViWI/AAAAAAAAAXo/PH9pYR0eO_8/s1600-h/ERASEME.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SLWIiXHViWI/AAAAAAAAAXo/PH9pYR0eO_8/s400/ERASEME.jpg" alt="" id="BLOGGER_PHOTO_ID_5239243865417156962" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Pela segunda vez num curto espaço de tempo, chamo a atenção a uma &lt;a href="http://www.edge-online.com/magazine/hellboy-director-talks-gaming"&gt;entrevista&lt;/a&gt; publicada pela revista EDGE, disponibilizada pela EDGE Online, com o cineasta Guillermo del Toro, autor das adaptações de cinema de &lt;span style="font-style: italic;"&gt;Hellboy&lt;/span&gt; e do laureado &lt;span style="font-style: italic;"&gt;El Laberinto del Fauno&lt;/span&gt;. Confesso amante dos videojogos, del Toro demonstra uma perspectiva incrivelmente sã e informada da indústria, não desperdiçando a oportunidade para sugerir uma visão pouco comum: a da subtil influência dos videojogos no mundo da sétima arte. É uma lástima que a entrevista se processe num registo básico e sucinto, face às respostas assaz desafiantes do realizador mexicano.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-864133020258628783?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/864133020258628783/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=864133020258628783' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/864133020258628783'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/864133020258628783'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/08/perspectiva-de-guillermo-del-toro.html' title='A perspectiva de Guillermo del Toro'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_S_6uuGL9Sg4/SLWIiXHViWI/AAAAAAAAAXo/PH9pYR0eO_8/s72-c/ERASEME.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-5758775566059186195</id><published>2008-08-26T10:23:00.001+01:00</published><updated>2008-08-26T10:33:54.934+01:00</updated><title type='text'>CoreGamers @ EEGRA</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.eegra.com/pages/show/title/25_08_2008_News_tonica/"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SLPN24Z86uI/AAAAAAAAAVs/8-yAjtE8fj0/s400/eeegr.jpg" alt="" id="BLOGGER_PHOTO_ID_5238757134299884258" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-5758775566059186195?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/5758775566059186195/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=5758775566059186195' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5758775566059186195'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5758775566059186195'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/08/coregamers-eegra.html' title='CoreGamers @ EEGRA'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SLPN24Z86uI/AAAAAAAAAVs/8-yAjtE8fj0/s72-c/eeegr.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-5647990625250435362</id><published>2008-08-25T10:54:00.010+01:00</published><updated>2008-08-25T11:35:00.113+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Dreamcast'/><category scheme='http://www.blogger.com/atom/ns#' term='Entrevista'/><category scheme='http://www.blogger.com/atom/ns#' term='SEGA'/><title type='text'>SGGG - Entrevista com Tez Okano</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SLKEKjW69dI/AAAAAAAAAVk/RJPtftw2_10/s1600-h/tezokano.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SLKEKjW69dI/AAAAAAAAAVk/RJPtftw2_10/s400/tezokano.jpg" alt="" id="BLOGGER_PHOTO_ID_5238394633410246098" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;O longo braço da revista EDGE conseguiu chegar até Tez Okano, &lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;font-size:130%;"  &gt;game designer&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt; da SEGA que surgiu com o conceito de jogo inovador de SEGAGAGA, jogo metaficional cujo lançamento viria a coincidir, por grande ironia, com o fim anunciado da consola Dreamcast e o encerramento de muitas divisões da empresa. Pela primeira vez, Okano revela alguns dos detalhes da produção e apresenta a origem e desenvolvimento das ideias que vieram culminar num dos mais relevantes jogos de culto da última década, e decerto um dos mais singulares de toda a história.&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;blockquote style="font-style: italic;"&gt;&lt;br /&gt;The Japanese bubble burst in 1993 – that was the start of the recession and the economic downturn. At the very same time, the gaming industry was keeping going just as if it was the boom time. In 1999, it was becoming clear that the boom was fading fast for the industry. Coincidentally, we were making SGGG at this very turning point. Near the end of the game, the hero is fired because his company closes, and he finds refuge in a game store near Sega that actually existed! The store manager is Alex Kidd – he was also fired from Sega, when Sonic arrived. The message to the hero is that no matter how bad things look, there is no point in crying over the industry. You have to carry on – just like Alex Kidd, who is working hard.&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;div style="text-align: right;"&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms;" href="http://www.edge-online.com/magazine/the-story-sega%E2%80%99s-oddest-game-ever?page=0%2C0"&gt;Ler a entrevista completa (EDGE Online)&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-5647990625250435362?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/5647990625250435362/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=5647990625250435362' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5647990625250435362'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/5647990625250435362'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/08/sggg-entrevista-com-tez-okano.html' title='SGGG - Entrevista com Tez Okano'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SLKEKjW69dI/AAAAAAAAAVk/RJPtftw2_10/s72-c/tezokano.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-3447713555170750805</id><published>2008-08-23T01:10:00.007+01:00</published><updated>2008-08-23T19:24:11.392+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Invenção'/><category scheme='http://www.blogger.com/atom/ns#' term='Braid'/><title type='text'>Braid, in MetaGame</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://metavideogame.files.wordpress.com/2008/08/braid_title_new.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://metavideogame.files.wordpress.com/2008/08/braid_title_new.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style=";font-family:trebuchet ms;font-size:130%;"  &gt;Encontra-se no &lt;a href="http://metavideogame.wordpress.com/2008/08/21/braid/"&gt;&lt;span style="font-style: italic;"&gt;blog&lt;/span&gt;&lt;/a&gt; do meu caríssimo &lt;span style="font-style: italic;"&gt;fellow videogamer&lt;/span&gt; Rui Craveirinha um belo texto acerca do jogo BRAID, da autoria de Jonathan Blow, cuja leitura recomendo a todos aqueles que buscam a enfatização das dinâmicas da arte aplicadas à criação dos videojogos - de resto uma constante nas análises levadas a cabo no MetaGame.&lt;br /&gt;&lt;br /&gt;Faço das palavras do Rui, salvando algumas excepções nas quais optaria por manter maior contenção, as minhas próprias. No que concerne a esse grande avanço na conceptualização e na redefinição das metas a atingir num videojogo independente que é BRAID, tão apenas uma perspectiva honesta, salutar e estruturada como esta poderia desejar traduzir a experiência de meditação e dissecação de um quarto de século na companhia do persistente género de &lt;span style="font-style: italic;"&gt;plataformas&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-3447713555170750805?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/3447713555170750805/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=3447713555170750805' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3447713555170750805'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/3447713555170750805'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/08/braid-in-metagame.html' title='Braid, &lt;i&gt;in&lt;/i&gt; MetaGame'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-4344972879749368157</id><published>2008-08-23T01:06:00.002+01:00</published><updated>2008-08-23T01:08:17.574+01:00</updated><title type='text'>Coregamers @ Route 24</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.route24.jp/?p=2768"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SK9UtK4dkXI/AAAAAAAAAVc/PLQNDhKmU3c/s400/bakushov.jpg" alt="" id="BLOGGER_PHOTO_ID_5237498026647196018" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-4344972879749368157?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/4344972879749368157/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=4344972879749368157' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4344972879749368157'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4344972879749368157'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/08/coregamers-route-24.html' title='Coregamers @ Route 24'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_S_6uuGL9Sg4/SK9UtK4dkXI/AAAAAAAAAVc/PLQNDhKmU3c/s72-c/bakushov.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-4179021346684706430</id><published>2008-08-22T23:52:00.010+01:00</published><updated>2008-08-24T10:45:48.025+01:00</updated><title type='text'>The Beggar</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SK9QQ4D0xxI/AAAAAAAAAUs/54jMYEQ9Qrg/s1600-h/pb.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SK9QQ4D0xxI/AAAAAAAAAUs/54jMYEQ9Qrg/s400/pb.jpg" alt="" id="BLOGGER_PHOTO_ID_5237493142511732498" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Um dos maiores traumas do jogador moderno é a ausência de uma terceira parte na série SHENMUE. Mesmo que este problema apenas atinja uma reservada porção da população que se dedica aos videojogos, o desalento, a descrença e o eventual inconformismo são sintomas comuns a todos os que viveram e jogaram, apaixonadamente, os dois títulos de Yu Suzuki.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SK9RD_CA-uI/AAAAAAAAAU0/8ND-kg-KPY8/s1600-h/bp6.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SK9RD_CA-uI/AAAAAAAAAU0/8ND-kg-KPY8/s400/bp6.jpg" alt="" id="BLOGGER_PHOTO_ID_5237494020556520162" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Apesar de já se terem passados muitos anos, a ideia de uma sequela não esmorece e ressurge esporadicamente, sempre que alguma notícia aponta para um novo projecto oriundo da SEGA. Pessoalmente já há alguns anos que me desencontrei com a possibilidade de ser dada continuidade aos episódios já explorados. Talvez por essa razão tenha iniciado uma período de revivalismo: primeiramente através da aquisição dos &lt;a href="http://www.flickr.com/photos/29232239@N04/2730937953/in/set-72157606533195820/"&gt;guias originais&lt;/a&gt; dos jogos em japonês; e, mais recentemente, uma extraordinária pérola apenas disponível para aqueles que adquiriram a edição especial do jogo VIRTUA FIGHTER 3TB no seu lançamento, com esse disco extra intitulado PROJECT BERKLEY.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SK9RaW6ZCLI/AAAAAAAAAU8/giaAfjAK5xU/s1600-h/pb2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SK9RaW6ZCLI/AAAAAAAAAU8/giaAfjAK5xU/s400/pb2.jpg" alt="" id="BLOGGER_PHOTO_ID_5237494404924115122" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;No seu interior, este misterioso e obscuro disco contém cerca de 30 minutos de imagens, incluindo sequências em CGI (as primeiras maquetas tridimensionais), alguns temas musicais de acompanhamento inéditos, assim como uma generosa entrevista a Yu Suzuki, abordando os seus títulos mais emblemáticos no domínio dos jogos de arcade, assim como o nobre projecto que estava a dirigir na altura (segunda metade de 1998, há quase dez anos atrás).&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SK9RpERTjJI/AAAAAAAAAVE/FL3aVpspKrQ/s1600-h/bp5.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SK9RpERTjJI/AAAAAAAAAVE/FL3aVpspKrQ/s400/bp5.jpg" alt="" id="BLOGGER_PHOTO_ID_5237494657617988754" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;Em momentos menos claros, PROJECT BERKLEY roça o insólito, com sequências que misturam imagens de arquivo (possivelmente imagens capturadas em diversas localizações que serviram de matéria-prima para o jogo) com poesia em complexos &lt;span style="font-style: italic;"&gt;kanji&lt;/span&gt; japoneses. Foi igualmente incluída alguma &lt;span style="font-style: italic;"&gt;artwork&lt;/span&gt;, alguma desenhada durante a gravação das imagens, assim como imagens de estátuas que se assemelham a algumas das personagens que nos foram dadas a conhecer por SHENMUE e SHENMUE II: as restantes, desenhadas ou esculpidas, permanecem por identificar.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SK9SZE5i3KI/AAAAAAAAAVM/MmrrZqPXFK0/s1600-h/bp4.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SK9SZE5i3KI/AAAAAAAAAVM/MmrrZqPXFK0/s400/bp4.jpg" alt="" id="BLOGGER_PHOTO_ID_5237495482420485282" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Ciente de que parte deste GD-ROM se encontra disponibilizado &lt;span style="font-style: italic;"&gt;online &lt;/span&gt;decidi, não obstante, capturar algumas imagens deste momento evocativo e saudosista: ou não fosse SHENMUE um dos raros jogos, ao longo de tão frequentes anos, que me tivesse feito crer que o supremo e o sublime eram dois estados superlativos também alcançáveis através do meio vídeo lúdico.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SK9SwzrK-YI/AAAAAAAAAVU/GbeyJ7BZ3d4/s1600-h/BP0.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_S_6uuGL9Sg4/SK9SwzrK-YI/AAAAAAAAAVU/GbeyJ7BZ3d4/s400/BP0.jpg" alt="" id="BLOGGER_PHOTO_ID_5237495890113657218" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-4179021346684706430?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/4179021346684706430/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=4179021346684706430' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4179021346684706430'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4179021346684706430'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/08/beggar.html' title='The Beggar'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SK9QQ4D0xxI/AAAAAAAAAUs/54jMYEQ9Qrg/s72-c/pb.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-4182032725369496524</id><published>2008-08-21T10:16:00.000+01:00</published><updated>2008-08-21T11:39:06.085+01:00</updated><title type='text'>Newtonica - De motu corporum in gyrum</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SK03Irqjw2I/AAAAAAAAAUU/1a5SC8qS_NI/s1600-h/newton.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SK03Irqjw2I/AAAAAAAAAUU/1a5SC8qS_NI/s400/newton.jpg" alt="" id="BLOGGER_PHOTO_ID_5236902564001465186" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Após um longo e diversificado percurso profissional, Kenichi Nishi, por via do seu estúdio Route 24 (2=&lt;span style="font-style: italic;"&gt;Ni&lt;/span&gt;, 4=&lt;span style="font-style: italic;"&gt;Shi&lt;/span&gt;), procura um novo alento através das potencialidades dos sistemas iPhone e iPod Touch. NEWTONICA é um novo projecto ainda em construcção que em pouco se assemelha ao estilo até agora definido pelo autor na sua carreira, fortemente caracterizada pelo seu estoicismo no derrubamento das barreiras técnicas e psicológicas dos diferentes géneros vídeolúdicos.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SK03yHiJ-VI/AAAAAAAAAUk/ecn2JyFtFaY/s1600-h/newton3.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_S_6uuGL9Sg4/SK03yHiJ-VI/AAAAAAAAAUk/ecn2JyFtFaY/s400/newton3.jpg" alt="" id="BLOGGER_PHOTO_ID_5236903275857049938" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Por ora, a sua mecânica permanece uma doce incógnita, ainda que se possa assumir que se trate de um título de cariz &lt;span style="font-style: italic;"&gt;arcade&lt;/span&gt;, possivelmente baseado em partidas curtas e intensas. Os visuais &lt;span style="font-style: italic;"&gt;retro&lt;/span&gt;, não só a escolha cromática como a própria fonte que constitui o logótipo, deverão encontrar um acompanhamento sonoro consonante. Também é curioso constatar que, após o seu envolvimento no projecto da Skip ARCHIME-DS (Arquimedes), este novo título aluda ao nome de Isaac Newton - possivelmente uma menção às suas Leis da Gravidade ou movimentos orbitais?&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SK03q3PfTVI/AAAAAAAAAUc/fappvsUiiGQ/s1600-h/newton2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_S_6uuGL9Sg4/SK03q3PfTVI/AAAAAAAAAUc/fappvsUiiGQ/s400/newton2.jpg" alt="" id="BLOGGER_PHOTO_ID_5236903151224704338" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Essas e outras questões ficarão por responder até à pequena entrevista, em jeito de &lt;span style="font-style: italic;"&gt;preview&lt;/span&gt;, que chegará em breve ao site. Para já fica o meu agradecimento a Kenichi Nishi por partilhar comigo estas novas imagens&lt;a href="http://www.newtonica.net/press/"&gt;&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/936168266428065664-4182032725369496524?l=dieubussy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dieubussy.blogspot.com/feeds/4182032725369496524/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=936168266428065664&amp;postID=4182032725369496524' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4182032725369496524'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/936168266428065664/posts/default/4182032725369496524'/><link rel='alternate' type='text/html' href='http://dieubussy.blogspot.com/2008/08/newtonica-o-novo-jogo-de-kenichi-nishi.html' title='Newtonica - &lt;i&gt;De motu corporum in gyrum&lt;/i&gt;'/><author><name>Dieubussy</name><uri>http://www.blogger.com/profile/05075900612337102151</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://coregamer.web.simplesnet.pt/rez.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_S_6uuGL9Sg4/SK03Irqjw2I/AAAAAAAAAUU/1a5SC8qS_NI/s72-c/newton.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-936168266428065664.post-4931239236126563438</id><published>2008-08-13T20:03:00.000+01:00</published><updated>2008-08-16T01:34:49.847+01:00</updated><title type='text'>Anima Mea</title><content type='html'>&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:trebuchet ms;"&gt;Em SOUL BUBBLES, o objectivo do jogador é o de transportar frágeis almas aconchegadas no interior de bolhas de ar, ultrapassando os obstáculos e perigos que surgem incessantemente através dos diversos níveis. Ainda que num primeiro momento possa ser julgado pelas suas semelhanças a LOCO ROCO, numa homenagem nada dissimulada, este título possui uma identidade muito própria. Bem para além da sua ligeireza narrativa, o seu &lt;span style="font-style: italic;"&gt;design&lt;/span&gt; e estética erguem-se em função da fluidez do &lt;span style="font-style: italic;"&gt;gameplay&lt;/span&gt;, um equilíbrio raro no domínio dos jogos actuais.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_S_6uuGL9Sg4/SKNQ2eLZoCI/AAAAAAAAATs/RdXFrEn3-RA/s1600-h/Sou
